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THIBES S affBrs trulij dijnamic: liaam plaij, allauiing gau to ctiango gotir rolo, 
armor. UBhiclQ, ujeapons and ouisn gour tactics in roai time. So go ahead, 
choose a side. Just remember, gou'il die luithout a little help from gour friends. 









plains ran awal 
ilevisions mosr 
itoshes marries 
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If the pressure doesn’1 








Vis't www.esrb.ot 
or calM-800-771-31 
for more info. 


^20OT Siofia Oft4.lne, Ifw AB Rmnts Raaefved. Sierra anrt Sierra Stucflos are Irademarks ot Sierra On-Line. Irw. Papyrus'" and iho Papyrus togo ore tr^marks of Papyrus Design Group. Inc. NASCAR^ Haor 
B oftoally Hcensoi by NASCAR^ MASCAR^Is a ragistwed trademark of tbe Nalionat Associalionfor Slock Car Auto Racing, litc. Btislol Motor Speedway® Including name, likeness, logos, ar«S event names and lo 
are rogiswred iradcmotlis of Speedway Motorsporls. Inc. Olficially licensed product ol Speedway Motwsports, Inc.©t999. www.SoSpocdvray.com The name and likeness oftho *l Penn^oll stock car and Steve f 
are hconscfl with Dale Earrthotdi, lue. The 'Valvorme’ Trademarks, Rousli Raoog arxIMatk Martin’s Name and/or Likeness Used by Aollwiily ot Roush Racing, Uvonia Ml. Tbe'Exide' Trademarks. Roush Racing 
Jell Burtons Namu and/or Likeness Usod by Aiiihorily of F^ousli Racing. Livonia. Ml. KODAK, MAX and Tradedress ate trademarks of Eastman Kodak Company used under license. Quality Care and Ford Credil 
user! under Itcertsofiom Foro Motor Company. Dale Jarrell and Hotreit Yates Racing trademarks are used under license. Licensed by Rusty Wallace, Irrc, arid Ponsko Racmg South i 
Inc Jasper Engines & Transmissions' Tradomaik: Robert Pressley name signature and likeness of the *77 Jasper Motorsporis Team and /Racu Car are used under license granted 

by Jasper Motorspods. LLC. The likeness of the «31 race car. 'the' RCR checkered Hag logo, and liie stylized '31* are the trademarks ol Richard ChBdress Racing Enlerptises, Irtc. J^wUy|yi|Lra|^ 

and alorjg with the likeness and signalura of Mike Skittner (trademarks ot Miko Skinner) end tfia TEAM LOWE'S and Lowe’s Home Impiovomoni Warehouse IrudemarJ^trademarka ; I * A ^ 
of Lowe’s Companies) aro used under license Irom Rfclturd Childress Racmg Enterprises. Inc. John Andretti officialiy licensed by Pelly Marketing Company. LLC. STP® mark used \ ■■MMitljM 

uTKfar license. 76 Fuel name and logos used under permission of Tosco Marketing Company. Any other trademarks are the property ol their lospoctivo owrteis. * designalos Itado- .:j c5wR!lln^HyiljUUj|j|M 
marks fogisletod in the USA which may Da regisletadirt certain other countries. 





"Conquest is easy. Control is not.' 

- James T KJrk, stardate unknown 



e war is over. 


It's a bolinclless galaxy where players from across the globe struggle for contn 
one sector at a time. A continuous online matching system reflects the curre 
state of the campaign as 8 races battie for dominance. Choose your specif 
choose your ships, and choose your friends wisely! 


• A vast single player campaign with 75 missions to explore. 

• Starships come to life with real-time damage texturing and dynamic lighting from weapons, 
explosions and stars. 

• 8 Empires are yours to command or oppose with over 1,000 controllable ships including new 
fighters, escorts, patrol ships, carriers and returning favorites like the Federation Heavy Cruisei 

• 2 new races with horrifying new weapons: The Mirak Star League and their devastating missilf 
technology and the mysterious forces of the Interstellar Concorditim. 



. AfdpCtl 



'lir«side 


wm.interplay.com/sfcZ • wm.startrek.com 





SHR IRfH: surtkel Conmand ® Votnio U: Empires al Wap’» Sollware ® 2000 hleniby InlerlaMmenl Cirp. H RRfiO Resened. IM, ® @ 2KID PawoiBl Plclurca. SIAR IRER and related oKnanls are trademarts ot ParanMuil ncliires. All Rigtia Reserved, i 
tiemenu based upon Uie board ones creeled by AmrlHo Ocsflii Binau E) 1077 - 2000. bilerplaK tta bilcrplay lego, *02 Ganiere, For Ganera," 14° East and Ibo 14" East logo aro tradomarhs ol lilerplay Entcrliinnienl Cerp. laldron and the Taldron loeo ard tradesi 
loldren, bic. ExdBsIvcl) Mensed and dlsirmicd by lniei«av EnlerlanniBd Corp, u oiner iradtmarbe and copyrtghls are ibo properly ol Uielr respesUve owners. 






Comic Mischief 
Suggestive Themes 

Use of Tobacco 
end Alcohol 






software 

PIRATE 
YOU CAN 
TRUST 




LucasArts Entertainment Company Presents 
An Off-Beat Adventure of Piratey Proportions 
Starring GuybrushThreepwood Eiaine Mariey-Threepwood Charles L. Charles 
O zziE Mandrill The Ultimate Insult and Lots o' Monkeys 




X 



FOR WINDOWS 95/98 - 3D HARDWARE REQ.U1RBD 
monkey 4. lucasarts. com 





If you liked the taste of Carnivores'” and Carnivores -a 
try taking a bite out of this! 


Another time, another planet, another type of killer, 

Reach for your weapons, or run for your life, as you besin your 
adventure on a chillins journey in an Ice Ase world, 

Take on prehistoric creatures of mammoth proportion. Get ready, 
‘cause here they come, saber-tooth tigers, wild boars and more! 
Are you up for the hunt? 


PC 

CD 

ROM 


WamKMa> 


02000 Action Forms, Ud. Publlstied and dtstribulod by The VtordWorksGroiip, Inc. An Infogrames, Inc. company. 
All other trademarks and registered trademarks are the property of their respective owners. 



TEEN (13+) 
ANIMATED BLOOD 
ANIMATED VIOLENCE 




GAMING CONTENTS 


S/SOO'l • ISSUE 'ISS 



Games | Art | Culture 


It’s just a matter of time before games are 
recognized as legitimate art. Of course, 
that hasn't stopped some artists from already 
recognizing the potential of game-style graphics. 


-(12A 


.124 

.126 

.127 

.128 

.129 

.132 


Strategy Spectacular 

Looking for help beating your favorite games? Who isn’t? You can count 
on your friendly neighborhood game gurus at CGW to help you out with 
the latest tips, tricks, and strategies to get you over the hump. 


Freedom Forc^ 


By day, we may be mild-mannered game editors. By night, we dream 
of living in a world where wearing a cape and tights in\a dark alley 
won’t get us arrested. We think we've found the ans^eVo our 
superdreams. 


Reinforcements Arrive 

Tactical Sims by Raphael Liberatore 

TF2 a FPSRTS? WTF? 

Strategy by Robert Coffey 

DEUS EX Storms Europe 

Roleplaying by Desslock 

Graphics Shmaphics 

Sports by Tom Price 

Halfwits With Guns 

Action by Thierry Nguyen 

Squad’s Labors Lost 

Wargames by Bruce Geryk 


® Hall of Fame 

In an ephemeral medium, it’s impor- 
tant to recognize the classics and give them 
a forum in which to be remembered. This 
month, we induct two games and a leg- 
endary programmer into the hallowed hails. 





Monte Cristo 


9 


www.montecristogames.com 







Games we’re looking forward to playing in 2001; the first 
UO Faire; Digital Anvil founder takes flight on a WING 
COMMANDER and a prayer; EVERQUEST suicide hoax; 
plus Pipeline, Reality Check, Top 40, and more. 




PREVIEWS 


ON THE GOUER 

Where io find the stuff on the cover . . . 


Hotshots 


Quick looks at PLANETSIDE, SERIOUS SAM, STRONG- 
HOLD, and ICEWIND DALE; HEART OF WINTER. 


Morrowind 


After four years, Bethesda finally comes through 
with a follow-up to DAGGERFALL. Is it good enough 
to compete with the latest RPG heavyweights? 


Clive Barker’s Undying 56 

The master of the macahre enters the computer 
gaming fray. 



Dave evangelizes Dolby 5.1 sound for games; Loyd looks at 
Intel’s new set of wireless peripherals; plus Tech Medics 
and Killer Rigs. 


imnm 


Escape From Monkey lslan[l....96 


Sacrifice 98 

Tony Hawk Pro Skater 2 100 

Zeus 102 

Gunman Chronicles 103 

Delta Force 3 104 

FIFA 2001 105 

Wizards & Warriors 108 

4x4 Evolution 110 

Sudden Strike Ill 

Space Empires IV 112 

Links 2001 113 

Devil Inside 114 

Jet Fighter 4 115 



GAMER’S EDGE 


Gamer's Edge will return next month. 


THE USUALS 


Z1 Genrge Jones 

George’s Top 10 games of all time. 

23 Letters 

Gamers go postal. 

134 Index of Advertisers 

In case you can’t find the ads. 

136 Greenspeak 

Jeff is a cranky old fart. What else is new? 


cgw.gameipot.com • COMPUTER EAMINO WORLD 










Co medieval on your enemy's a&s, batliingand 
brulali/ing in the most visually intense and shockingly 
realistic combat scenes ever created Tor the PC. 



Utilize an intuitive, in-depth fighting system a.s you 
maim foes with over 100 moves and combos— even 
attacking them with their own severed limbs. 


Unleash your might with over 100 viciously lethal 
hand-to-hand weapons as four distinct characters, 
each trained in .specific areas of combat. 



Experience stunning animation, superb physics and 
lighting effects, complex enemy A.I.. and intricate 
3-D environments via a revolutionary 3-D engine. 



Animated Blood 
and Gore 

Animated Violence 



CODEMASTERS.COM 

(Codemasters^^) 


www.rebelact.com 


GENIUS AT PLAY 






REVO Ly TlON 


DELH^SI^ SlW^tlljS, hardy traveler, 
in the turbulent lands of Arcanum! 


or invite companions to join you 
online. And for those with discriminating^ 
taste, we sport the most advanced 
role-playing: system ever created 
in this or any 
other reality. 


Prepai'e potion or pistol, for armament is 
a must! Encounter more than 500 


friends and fiends of the oddest sort on 
do 2 ens of quests and campaig^ns. 
Travel alone thi’ough this massive realm, 


flERRA 


Visit WWW, esrb.org 
orcalll-800-771-3772 
tor more into. 


WWW > arcanum l ..com 


CAMEl 




r ^nnFG nr \ n<- 


|v r' -CT:iq.ji.T n:L i.:Dc'^ 


An epic story with multiple 
paths ensures you'll never 
play a sing;le or multiplayer 
grame the same way twice. 
Or create your very own 
online campaigns with the 
Arcanum World Editor. 


Dozens of quests and a limit- 
less character design let you 
decide the destiny of your 
character, be it elf, half-ogre 
or other sundry races. 


Brigands beware! Eighty 
spells in 16 Colleges are at 
your disposal, while the 
mechanically inclined can 
construct wonders of the age 
with 56 technological degi'ees 
from eight disciplines. 








Bullets & y- 
Brimstone \ 


Witness the metallurgies U 
might of the repeating; 
rifle or unleash the darli^ii^^?] 
ai'ts of a Hellgat^.afir*SSQ||||^^ 
a mechanioai 

ohallengeis a j m 
magical 




JI' II^H 

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THO§i #iO Wiii fOiiTMii 


Immerse yourself In a completely realistic alien 
universe that you design, customize and control. 


Crime and punishment, leisure and entertainment, 
plus a fully functional economy await you. 


Nine races in a society full of secondary character 
each with unique looks, personalities and abilities. 



"It's like Dungeon Keeper 2 on steroids in space, and with aliens— 

...Best space station sim ever!" — PC Gamer 



The time has come to rule abandoned space stations, attract masses of alien races, and unite. 
Rebuild this once thriving world to the glorious days of old as you manage industrial decks, 
entertainment decks, and bio-decks. A time to conquer, build and expand. 

That time is now. For this is Startopia. 

And into this age of darkness shall come light. 

BUILffWS S BSTTBB PUTUBE^ startopiagame.com 






TAKE COMMAND AND 
RECLAIM YOUR BLOODRIGHT. 


Choose Irhm 2 VMechs* to outfit with ntas^ive weaponry. Then, lead your lancemates in an epic SO-mission, single-player 
- ; ^ampaign. Pr, jojn a fierce multiplayer battle for up to 16 MechWarriors. Vengeance will be yours. . /i- ; . 


ZiBne. Microsoft 


Cap ioll;i’U<>tedSl«t»tna^ottr;tiPUplri(5.SPtIlc'te:liM«RnalO2DOOfASACoipaot)Cj).Anti£til5n!S£rv«(l.bs0PPC>«)toaiS{.')J^v 
Kama. Balliefe:ti.BaHlFMocli.Pn() 'Median filter t>»(lpmatuiKieKKi2m)ttiK)eiiurt>sol<ASACa[X>alica anlHc‘n.iilC(nQ}t>cn iKliniLS.aniVa<itlvr'Witnes.Alldt>F!dt'>erlriidem«^ VS^h8|l'ep«ty’0lt^lel(leIlect^et|M^< 
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COMPCrXCR 

GAMING 


WORLD 


PUBUSI 


lee.uniade^ 2 iKdavis.a>ni 


GEORGE JONES 

The Ultimate list 


EDITOR-IN-CHIEF .. 


SENIOR EDITOR .. 


ASSOCIATE EDITOR ... 


ASSISTANT EDITORS . 


COPY EDITOR... 


GEORGE JONES 

george Jones t ziffdevis.com 

KEN BROWN 

ken.brown Iziffdavis.com 
lEFF GREEN 

(ADVENTURE, RPGl • jaff.greenSiiffdavis.com 

ROBERT COFFEV 

(ACTION, STPATEGYI • lobett.coffey luffdavis com 
- ™...ALEX HANDY 

(COROMI ■ afeOandy siiHdavis.eom 
THIERRY "SCOOTER" NGUYEN 
(GAMER’S EDGE] • ihierrv.nguyenS/Iffdavis.com 
TOM PRICE 

ISIMS AND SPORTS) • tomjirice Szifidavis.coin 

HOliV FLEMING 


CONTRIBUTING EDITORS .. 


MARK ASHER, GORDON BERG 



PRODUCnON DIRECTOR - 

SENIOR PRODUCTION MANAGER . 
AD PRODUCTION COORDINATOR ... 


CARLOS LUGO 

....ANNE MARIE MIGUEL 
TERESA NEWSON 



A S you read this, we’re putting the 
finishing touches on one of CGW& 
grandest issues ever: our 200th issue, 
which will showcase the last 20-plus years 
of gaming history. In that spirit, I present to 
you my list of the Top 10 games of all time. 

10. ARCHON The intricacies of chess fused 
with fast head-to-head action comhat. It's a 
wonder that, in this multiplayer day and age, no one has touched 
such an unusual concept. 


9. M.U.L.E. One of the quirkier, most entertaining strategy games 
ever. In addition to teaching me what the terms economy of scale 
and diminishing returns mean, M.U.L.E hooked me like very few 
games do. 


8. PIRATES An amazingly ingenious approach to game design for two 
reasons. First, it was incredibly wide open — you could be good, 
bad, or both. Two, you could create your own story as you played— 
you accumulated land, a spouse, and all sorts of other honors. 

7. TEAM FORTRESS 2 Playing “The Hunted’’ as the helpless target 
changed my conception of what an action game could be like. In 
some ways, this is one of the truest RPGs ever. 


HOW TO CONTACT THE EDITORS 

ADDRESS NON SUaSCRIPTION RELATED QUESTIONS AND FEEDBACKTO: 

CGW EDITORIAL. 50 BEALE STREET. 12TH FLOOR. SAN FRANCISCO. CA 94105. OR 
YOU MAY CONTACT US VIA: CGWLETTERSi2IFFOAVIS.COM 
PHONE: (415) 357.4900 • EDITORIAL FAX: 14151 357.4977 
WEB SITE: CGW.QAMESPOT.COM 


GROUP ASSOCIATE PU8USHER SUZANNE REIDER 

SU7i8.“;iffdflvls.com • (4151 3574915 

REGIONAL SALES MANAGER/ 

EAST COAST TERRITORY MARC CALUSON 

marc.callison ?7itf08viicom • ($301 3B2-9034 

DISTRICT SALES REPRESENTATIVE TALLIE HSHBURNE 

I9llie.fi shburna ^ziflOavis.com 


ACCOUNT EXECUTIVE/ 

EAST COAST TERRITORY EMILY OLMAM 

emilY_olman« 2iHflavis.com • (4161 357-5226 
REGIONAL SALES MANAGER/ PACIFIC NORTHWEST 

AND BAY AREA PENINSULA IAN SINCLAIR 

lan.sinclair £ 2 lHflavis.coni • (415) 3574925 
ACCOUNT EXECUTIVE/ PACIFIC NORTHWEST 

AND BAY AREA PENINSULA MARY GRAY 

nijry.gray52iHa8vis.com • (4161 547-8782 
REGIONAL SALES MANAGER/ 

SOUTHWEST TERRITORY KAREN LANDON 

karenJandonsjiHdavis.com • (760) 942-6277 

ACCOUNT EXECUTIVE/ 

SOUTHWEST TERRITORY UNDA PHILAPIL 

lindajitiilaoilSJitfdavis.Cflm»l415) 547-8781 
REGIONAL SALES MANAGER/ TEXAS, WASHINGTON, 

SAN FRANCISCO TERRITORY MARCIYAMA6UCHI 

rtiarcivSiiffdavis.com • (416) 357-4944 
ACCOUNT EXECUTIVE/ TEXAS, WASHINGTON, 

SAN FRANCISCO TERRITORY MEIGHAN O'ROURKE 

meighan.orourke sziffdavis.com* (415) 3574920 
SENIOR MARKETING MANAGER 

AND CREATIVE DIRECTOR REY LEDOA 

r8yJeflfl3S2iHd8vi6.com • (415) 647-8775 

MARKETING COORDINATOR ANNIE LIPSCOMB 

anniejipscomb tiiffdavis-com • 1415) 5478248 

ADVERTISING COORDINATOR TIPLER U8BEL0HDE 

liCler.ijbbelo)ideS2iRdavis.conT 1415)357-4930 

SALES ASSISTANT KRISTEEN LAUT 

krisieenJaiiii 2 irfdav;s.Mm* 1416)547-8778 

SALES ASSISTANT CHERYL CARANDANG 

dieryl.carsndang 52ifffl3vis.com • (415) 547-8783 


HOW TO CONTACT ADVERTISING & SALES 

ADDRESS INQUIRIES TO: CGW ADVERTISING, SO BEALE ST., I2TH FLOOR. 

SAN FRANCISCO. CA 94105; OR CALL (415) 357-8779. FAX (41S) 397-4999. 

FOUNDER RUSSELL SIPE 


6. WING COMMANDER It seems obvious now. but at the time the 
concept of imbuing a space action game with rich characters and 
a storyline blew me away. 

5. ULTIMA IV An RPG where you couldn’t shoot monsters in the back 
as they fled because it would affect your valor rating? Unthinkable! 

4. SIMCITY Because it almost single-handedly ruined my life back in 
1989. 

3. HALF-LIFE Valve’s epic shooter replaces DOOM not just because it 
scared the crap out of me, but also because it had the best pacing 
and variety in a game in a long, long time. 

2. SEVEN CITIES OF GOLD Essays should be written about this 
emotionally involving game, which brought up several historical 
issues— not the least of which was how Europeans and Native 
Americans interacted way back when. 

1. CIVILIZATION Duh. Because it’s CIV. Because it turned four non- 
gamer friends of mine into gamers. Because every time you play it, 
you get a totally new story, totally different results, and a totally 
different experience. 


Vote on your own favorite games at www.computergaming.com. 
We’ll be running the results next month. And don't worry~our 200th 
issue won't be a series of Top lOiists. While hsts are soothing for 
neurotic minds Hire mine, the rest of the staff would never allow it. 


SUBSCRIPTION SERVICES 

FOR SERVICE QUESTIONS, ADDRESS CHANGES. ORTO ORDER. PLEASE 
CONTAOTISAT: 

WEB: SERVfCE.COUPUTERGAMINGWORlD.COM (FOR CUSTOMER SERVICE) OR SUBSCRIBE.COMPUTERGAMINGWORLD.COU (TO ORDER) 

PHONE: IS OR CANADA 1990) 827.4450 OR IS501 992-7924. ELSEWHERE 13031 604-7445 

MAIL: COMPUTER GAMING WORLD. RO. BOX 57197. BOULDER. CO 60322-7167. PLEASE INCLUDE YOUR MAIUNG LABEL WITH ANY CORRESPONDENCE. 

FAX: US AND CANADA (850) 6934094; ELSEWHERE (303) 604-0519 

EMAIL: CGWsNEOOATACOM.PLEASEnPE YOUR FULL NAMEANOTHEADORESSATWHICH YOU SUBSCRIBE: DO NOT SENDAnACHUENTS. 

SUBSCRIPTIONS: THE ONE-YEAR (12 ISSUEI SUBSCRIPTION RATE IS 919.97 OR 934.97 WITH CDROM. OUTSIDE THE US ADO 916.00 PER YEAR FOR SURFACE MAIL US 
FUNDS ONLY. PLEASE ALLOW 3T0 6 WEEKS BEFORE RECEIVING YOUR FIRST ISSUE AS WELL FOR ANY CHANGE5T0 TAKE PLACE ON AN EXISTING SUBSCRIPTION. 
BACK ISSUES: BACK ISSUES ARE 98.00 EACH IN THE US. 910.00 EACH ELSEWHERE ISUBJECTTO AVAIUBIIITY). PREPAYMENT IS REQUIRED. MAKE YOUR CHECKS 
PAYABLETO COMPUTER GAMING WORLO. MAIL YOUR REQUESTTO BACK ISSUES. EIFFDAVIS PUBUSHING, INC. PO BOX 53131, BOULDER, CO 80322-3131. 

MAIUNG USTS: WE SOMETIMES MAKE LISTS OF OUR CUSTOMERS TO MAILERS OF GOODS AND SERVICE THAT MAY INTERESTYOU. IFYOU DO NOT WISH TO 
RECEIVETHEIfl MAILINGS PLEASE WRITETO US AT COMPUTER GAMING WORLD, PO BOX 57167. BOULDER, CO 90322-7167 



Visit www.esrb.org 
orcalM-800-771-3772 
for more info, 


\he Heaxif 


IciJWlnil Dale: Heart ol-Winlcr 9 200Q Interplay EnteHalnment Corp. All rights Reserved. Tlie Dlowaro Inllnity Engine O 1998-2000 Bloware Corp. All Rights Reserved, icewind Dale, Icevrind Dale: Heart ol Wlnlcr, 
FORGOTTEN REALMS, the FORGOTTEN REALMS lego, ADVANCED DUNGEONS AND DRAGONS. Uie ADSD logo. Wizards of the Coast and the Wizards of the Coast logo arc trademarks of Wizards of the Coast, Ina and arc 
use by Interplay under license. Black Isle Studios and lire Black Isle Studios logo arc trademarks of Interplay Enleitainmcnt Corp. The Bioware Infinity Engine and Iho Biownic logo are liadcmark of Blowarc Corp. 
Exclusively licensed and distributed by Interplay EnIcriaInmenI Corp. All other trademarks and copyrights are property of their respective owners. 






-vjm 







Adventure Gamers Say Huzzah 


Congratulations on being 
the first of the prominent com* 
puter gaming pubiications to 
“re*enfranchise” ali of us 
adventure gamers who have 
been putting up with all that “death 
of the adventure game" shtick for the 
past few years. Audrey Wells' new 
column (Inside Adventure, January 
2001) was a breath of fresh air for 
this avid gamer, who was first lured 
into the wonderful world of computer 
gaming by playing such outstanding 
titles as QUEST FOR GLORY, STAR 
TREK (20TH ANNIVERSARY and 
JUDGEMENT RITES), GABRIEL 
KNIGHT; SINS OF THE FATHERS, 


RAMA, AZRAEL’S TEAR, and others, 
Heck yeah, I love a solid RTS, RPG, 
or FPS as much as the next gamer- 
type individual, but my recent foray 
into the world of SEPTERRA CORE 
(an RPG with strong adventure 
elements) has made me homesick 
for good ol’ well-written adventure 
fare, Power to ya, Audrey! 

Rob Price 
Dailas, Texas 

I just wanted to thank you for 
including coverage of adven- 
ture games. I have been a sub- 
scriber of your magazine for quite a 
while now, and was on the brink of 


canceling, since I was very tired of 
people telling me that adventure 
games were dead. No, they're not 
dead, they’re just being ignored. Just 
because they don't have the “big" 
companies behind them anymore, 
does not mean they do not exist. 
Trying to convert adventure games 
into hybrids does not seem to work, 
since action/adventure games make 
no one happy, neither action nor 
adventure gamers, But many of the 
smaller companies seem content to 
continue to produce pure adventure 
games, and I think it’s time they’re 
given the credit they are due. 

Mary R. 


CGW vs. The Canadians; Part XXIV 

In the Letters section of your January issue, a Canadian 
wrote in to offer some information on how to get games 
cheaply here in Canada, i took offense to the editors' reply: 
“Thanks. All the moose who read our magazine will be thrilled.” 

I’m Canadian, and a female gamer at that (no resemblance to a 
moose), and I read your magazine for tips and reviews on the latest 
releases. After all, I want to read about what games are out there as 
it's a pain to chip our way out of the igloo, don our toques, and get the 
dog sled hooked up to get to the only gaming store within 2,000 
miles. Pul-lease! 

While we understand that you can write only about what you know, 
and most of that isn't beyond your own borders, such stereotyping is 
old and not funny anymore. Can I say that? Or do I need to fear that 
all of you will pull out your own variety of guns, because every 
American owns one?!! 

Nicky R. 

Canada 

You 're a female Canadian gamer and you don ’t resemble a 
moose.'?.' There goes another one ol our stereotypes.' Could you send 


Penny Arcade by Mike Krabulik and Jerry Holkins (www.penny-arcade.com) 


a p/c? Just kidding. We're sorry we keep picking on you Canadians, 
because, really, we love you, eh 7 Now take off! 


Inside Gaming: Missing Homebrew 

Just went through my December issue of CGW and to my 
surprise, one of my favorite features was missing: 
Homebrew. Hopefully this was just a one-month skip? Homebrew 
highlights one of the reasons that PC games are better than consoles. 
The gaming community is responsible for such great add-ons, mods, 
support, and so on, and that section helps people find these Internet 
sites. This is a vote for continuing the column. 

Mike 

Actually, we're glad you brought this up, Mike. Yes, Homebrew is 
definitely continuing, as are all the other columns. We keep adding 
new ones, too, like this month’s Tactical Simulations column by 
Raphael Liberatore. The idea is to have a semi-rotating pool of 
columns that embrace the entire compufer gaming world from a 
multitude of angles. Different months will feature different columns, 
but we'll always try to run as many as we can 
each month. 



© Mike Krahulik and Jerry Holkins 


Are NOLF Cut-scenes Too Long? 

The remarks about the "painfully long" 
cut-scenes in NOLF are a disservice, and 

border on insult to the CGW readership. It 
presumes that the development of plot and 
character and the resulting immersion are either 
uninteresting or beyond the attention span of 
those who'll play the game. By ZD's own 
research, most of us reading CGW are 
between 25 and 35, Considering it's such a 
rare occurrence, are we incapable of sitting 
through the “torture” of scenes that not only 
are integral to the story, but are very well done 
to boot? That might be descriptive of console- 


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You can still choose to “play by the book” - 
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enow i’mes maifn no pwsionii 

TOM MCGRAOE 

nn t»e ii»fw nn witactin 

BOB MADORE 

AL PERLMAM 

iKOJim net mtiiit »7 urn tpiiPMH rnmnon 

MICHAEL J. MILLER (EDITOR-IKCHIEP, PC MAGAZINE) 

iiicuTw »a mMon mo miruuM i>mfnn 

J. SCOTT CRYSTAL (CONSUMER MEDIA GROUP] 


mcvint >xt rwiiMr u>d hoihhhc dwiciwi 

BIU FLATLEY 


junkies suffering from ADD, but it certainly doesn't represent the folks who 
read CGIV. 

Eric Schwartz 
Portsmouth, NH 

Point taken. The cut-scenes, and all the incidental dialogue throughout NO 
ONE LIVES FOREVER, are, in general, outstanding, and play a big part in 
making this one of the best games of the year. No argument there. However, 
there were a few times when they just went on a bit too long for us, and we 
wished they were either shorter or broken up with bits of interactivity. 


PCTER LONGO (BUSINESS MEDIA) ” 


CHARLES MAST (CIRCULATION) 

REBECCA MCPHETERS (STRATEGIC SERVICES) 


KEN BEACH [CORPORATE SALES) 

JOHN DODGE (EDITOR, EWEEK) 

G. BARRY GOLSON (EDITOR-INOHIEF, YAHOO! lATTERNET UFEj 
ROGER HERRMANN (PROOUCTIONI 

GORDON LEE JONES 111 (PUBLISHER. ZIFF DAVIS SMART BUSINESS FOR 
THE NEW ECONOMY’-) 

HOWARD KAPUN (MARKETING, CONSUMER MEDIA GROUP) 

ERIC LUNDQUI5T (EDITOR-IN-CHIEF, EWEEK) 

BILL MACHRONE (TECHNOLOGY) 

MICHAEL PERKOWSKI (PUBUSHER, SM^RT PARTNER) 

ROBIN RASKIN (EDOOR-INCHIEF, FAMILYPC) 

CAROLYN SCKURR LEVIN [GENERAL COUNSEL) 

SLOAN SEYMOUR (GROUP PUBUSHER, EWEEK AND SM9RT PARTNER] 
PAUL S0MER5QN (EDITORIAL DIRECTOR, ZIFF DAVIS DEVELOPMENT] 
DALE STRANG (GAME CROUP) 

VINCENT STABILE (HUMAN RESOURCES) 

STEPHEN VEIIH (GROUP PUUSHER. INTERACTIVE WEEK AND THE NET 
ECONOMY) 


MARK VAN NAME [VICE PRESIDENT AND GENERAL MANAGER) 
BILL CATCHINGS (CHIEF TECHNOLOGY OFFICER] 


Game of the Year; COUNTER-STRIKE? 

You include the demo of SERIOUS SAM in the Top 10 Stories of 
2000 (Read.Me, January 2001), yet fail to mention the "Game of the Year." 
COUNTER-STRIKE. During the year, Cliff and Gooseman went from guys making 
a game for themselves into partners with Valve. More people have played CS 
than Q3A and UT combined over the past year, compared with a few who have 
downloaded a demo of SS. How’s that for a group that started out small and 
unfunded? Until SERIOUS SAM gets packaged, I think CS was bigger news. 

Michael Guidotti 


Scooter's Got the Bends 

i was flipping through the reviews of the January 2001 issue, and was 
reading the BALDUR’S GATE II review, when I noticed the subtitles of the article. 
Cleverly, each one was the name of a Radiohead song, including several off the 
new album. Kid A. It's apparent Thierry Nguyen actually has taste in music, 
which is to his credit. I thought that all of C6W listened to Jimmy Buffet and 
drank margaritas. I guess I was wrong. 

Ryan Meier 

No, you were right. As soon as we found out that Scooter was listening to 
Radiohead, we set him straight with a nice boxed set of Ethel Merman tunes. 
Now, that's music! 


JAMES 0. DUNNING, JR. 


[00 tUDUiiiM tunitrvt wet pgismiiii 

TOM MCGRADE 




AL PERLMAN 

WKWl imODPrtUIMUT 

JUSTIN MCCORMACK 


CAROLYN SCHURR LEVIN 


TDM STEINERT-THRELXELD 


DAVID MULLEN 

oiwaon iwitammiint 

CKRISTIN LAWSON 

omicmn at enuMuiiiEtiiiyis 

ELIZABETH ESTROFF 
CBBCTiin ptirwt «imos 

BOBBY SUTTON 

wm i^Kurc iimitm 

CUFF BLOCK 


iD VIA E-MAIL USING FIRST NAME.LAST NAME@ZIFF- 




ZIFF DAVIS 


COMPUTER GAMING WORLD IS NOT AFEILIATEO WITH IDG. 
(THANK 600.1 


Auail Bureau of 
Clrculellor7s 
Member 



AUDITED 


Scariest Letter of the Month 

I am glad that the mainstream press has finally accepted mullets. 

I would wager the majority of your readers sport some serious plumage, My 
only objection is that you ranked the fine femme-mullet as “very good" when it 
obviously deserves to be outstanding. 

P.S. Jeff Green would look sexy with a nice mullet. 

Ryan "Camaro-Mullet” Watson 
Chicago 

The Incredible Disappearing SIMS Strategy Article 

I am writing with either a piece of errata, or a mysteriously disap- 
pearing article. On the cover of your October issue, under the headline that 
says “Strategies, Cheats, Tips," you reference five games; DIABLO II, DEUS EX, 
THE SIMS, Shogun, and DARK REIGN 2. 1 eagerly leaf through the pages, and 
a question pops into my mind....wf)ere is the section on THE SIMS? I have gone 
through the magazine eight times, and the only time I can find THE SIMS men- 
tioned is in ads and the Top 40. 

Call me old-fashioned, but if I see the name of a game on the cover of a 
magazine, I expect something to be written about it inside. Any help, guys? Now 
excuse me, but I have another letter to write. Cosmo's front cover explicitly 
promised my wife 50 ways to satisfy me, and I count only 47! 

Jeff Easter 

Apparently, THE SIMS strategy piece was published in the same alternate 
dimension as the ill-fated second page of our HOMM3 review a year or so 
ago. Here in our world, the piece was mistakenly pulled - and we apologize 
for the error. But good god, man! With 47 other ways to occupy your time, 
what in blazes are you doing playing computer games?! 


Write to us at; 
Cgwletters@ziffdavis.coni 
For help with subscriptions: 
Cgw@neodata.com 







fS9'>< BuHfrog Pioductlons and itio Suiltrogtogo are IrademarKs or ragistorad 
rseervsd. EA GAMES'''' and BulHroB"“ ata Elaolronlc Aria™ Brandi. 



FIRST AID/SURGICAL TENT 

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www.SimCoaster.com 









Alleged suicide rocks the EVERQUEST community.., and magnifies the 
fine line between fantasy and real life 


■■■ On Sunday, November 12th, the EVERQUEST com- 
munity was devastated by news of 19-year-old Sheyla 
Morrison’s suicide. She was judged pretty by the photo 
posted on her website and considered to be a wonder- 
ful artist who did character portraits for EQ friends. 
"She was a blast to play with," a friend. Kinudin, said. 
"Really nice, sweet." 

Not everyone agreed. Sheyla tore 
through five guilds like wildfire. She 
claimed to have won 500,000 plat- 
inum pieces in a GM event no one 
could find a record of, while 
Companions of Light guild members 
found expensive items missing. She 
insulted members of the Afterlife 
GuOd as they died while storming a 
dragon. Confronted on the guild message boards by 
angry players, Sheyla blamed her sister, who played 
Tolena on the same account. 

Then came a wrenching tale of a tumor found 
three inches beneath her skin, close to the aorta. 
Six hours after surgery, she said, she was online, 
playing EVERQUEST from the intensive care unit. "She 
totally suckered me into caring about her," a former 


guildmate said. 

Despite the sketchy rep, Sheyla earned a guide 
account as Leza The Forest Wind on the EQ server 
Quellious in September. 

To Luxian and Kinudin, who had talked online with 
Sheyla for almost a year, she was a young girl haunted 
by tragedy. She spun stories of a life filled with sex and 


violence, including a miscarriage when she was 16 
after her father stabbed her in the stomach. Her moth- 
er died while driving around looking for her when 
Sheyla skipped school to have sex with her boyfriend. 
“She was involved in several incidents that, to say the 
least, questioned her integrity. She was known for 


Continued on page 31 


“The EQ community was forced to face 
the fragility of online intimacy, where 
you can he anything to anyone, and no 
one knows your name.” 





'iM 


The 10 Most Anticipated Games of 2001 


Ten games—and who knows how many hours of gaming rapture-stuffed up in an enormous digital catsup 
bottle, and here we are, with our meager virtual knife, jabbing, jabbing; pounding on that stupid little ‘‘57” 
on the side, waiting for even one to pop out. It's enough to make you crazy. 


The Games 



Halo 

As if the gaming media's collective mania over this title wasn't evidence enough, Microsoft bought 
Bungie outright to use HALO as their showcase Xbox title. Hate Microsoft all you want, but their 
interest in this title is enough to convince even the worst skeptic of this game’s powerful potential. 


Black & White 

We keep hearing that early spring is when to expect Peter Moiyneaux's magnum opus. That’s a good 
thing - it means East Coasters will be able to enjoy warmer weather in the game, which reflects real- 
world weather conditions. 


Return to Castle Wolfenstein 

NO ONE LIVES FOREVER confirmed that single-player shooters need strong personalities - that's 
why we can't wait for WOLF and its gritty molotov cocktail of Nazi-busting sci-fi WWII mayhem. 


Oni 

It may only be single-player now, but we're still optimistic. ONI Is gorgeous: The animation and 
combat look fantastic, and the anime style is an honest artistic choice and not a cynical attempt to 
milk a fad. And who's to say they won't patch in multiplayer later...? 


Dinosaur 

The word is mum on Sid Meier's DINOSAUR project - the Firaxis website barely mentions it, and the 
Dino Diaries have gone dead. We hope this means the maestro is holed up somewhere in Maryland 
play-balancing one of the most anticipated CiVILIZATION-style games ever. 


Freelancer 

FREELANCER promises lo be the most ambitious, cinematically-exquisite space opera ever, A game 
with such ambitious goals is bound to suffer some birthing pains. But while Microsoft's recent 
takeover of Digital Anvil may arouse suspicion, designer Chris Roberts says the single-player game 
has all the features he intended, and Microsoft says it will ship with multiplayer intact. 


Tribes 2 

It's been a long wait for the follow-up to our favorite massively multiplayer team-based shooter, but 
more weapons, added vehicles, and lusher environments should make it all worth it when TRIBES 2 
is released this spring. 


IMeverwinter Nights 

Play 3rd Edition AD&D sessions, with live Dungeon Masters and everything, over the Internet. No 
need to clean up the living room, or to restock those big bags of Cheetos. Isn’t technology grand? 


WarCraft III 

Finally, a new WARCRAFT! Blizzard is expanding its signature fantasy/real-time strategy series into 
three dimensions and five races this lime out, and yes, we’re excited. We need a new compulsively 
addictive RTS game, and does anyone doubt this'll qualify? Or, to put it more succinctly: Zug Zug. 


Anachronox 

From the fertile, warped, and frightening mind of Tom Hall comes this 3D, sci-fi RPG inspired by 
classic console games like CHRONO TRIGGER. It's been in development forever, but we’re opti- 
mistic. The game has been looking great, and Hall is too much of a freaky genius to release anything 
less than totally compelling - we hope. 



Iread.me"^ 


5, 10, 15 Years Ago in COW 



EVERQUEST (continued) 

“Those who are caught up in the daily lives of 
servers and characters are subject to depression 
and loneliness” 


having an attitude and a short temper," 
Luxian said. "Regardless, I cared about her 
very much. " 

On November 3rd, she sent Kinudin a mes- 
sage: "Got a gun from friend, I'm holding it to 
my head right now.” They talked for hours 
about the way she felt torn between her 
boyfriend and a secret lover. Finally she said 
she felt better. Kinudin said, “I felt great for 
saving someone's life." 

So when news of Sheyla's suicide struck a 
week later, people grieved, but started dig- 
ging for proof. A long trail of IP addresses, dis- 
connected phone numbers, unanswered 
emails, and abandoned houses finally led to a 
real-life voice. A man's voice. 

Sheyla Morrison did not exist. The man, 
James Arnold, owned an EQ account that he 
shared with his ex- girlfriend; she played as 
Tolena, he played as Sheyla and Leza, They 
broke up in August. When Verant busted the 
guide account on November 10th over 
concerns about the player's judgment, he 
staged Sheyla’s suicide. He even posed online 
the next day as a grieving spouse, then as a 
stepmother, begging friends for information 
about Sheyla. 

When the trail led to his door, the man point- 
ed a finger at his ex-girlfriend, saying. "That 
bitch. I'll find her and murder her myself. " The 
ex insists that Sheyla and Leza were his char- 
acters. The evidence is on her side, but he still 


plans to drag the story into court to gain cus- 
tody of their baby girl, hoping that the judge 
will believe him and find the mother unstable. 

Community sympathy turned bitter, as the 
EQ community was forced to face the fragility 
of online intimacy, where you can be anything 
to anyone, and no one knows your name. 
Luxian and Kinudin are relieved that no one 
died, but embarrassed at falling for Sheyla's 
lies. "I would have felt better if a real girl had 
been behind it," Kinudin said. 

At Lum the Mad, a popular EQ rant site, 
players reminded each other of life outside the 
game. Some, like Chris Skinner, took the les- 
son to heart. He has founded Beyond EQ, an 
online support group for EQ addicts and their 
families. "Those who are caught up in the 
daily lives of servers and characters are sub- 
ject to depression and loneliness,” the former 
addict said. "I wish to provide a forum to help 
those who are struggling, because, let's face 
it, we are a community." 

Some gamers, it would seem, could use 
the help. 

By Sandy Brundage, Gamers. com 


Chris Skinner’s Beyond EQ can be found at 
http;//pub37.ezboard.com/ 

Jump to ezboard: avatarsanonymous 


Febraary 1966 

ULTIMA IV was 
the game on 
everyone's 
minds back in 
issue 25. And 
with good rea- 
son — it was the 
first computer 
game in which your character was 
"determined by your own personal 
ethics, rather than simply choosing 
a character at will." For many role- 
players. the ULTIMA series never 
surpassed this one. The top five 
games of the day: KAMPGRUFFE, 
WIZARDRY, MECH BRIGADE. ULTIMA 
III. and M.U.LE. 

10 

Febniaty 1991 

Two CGW firsts 
graced issue 79: 
the premier of 
Opponents 
Wanted, a per- 
sonals-type 
section that 
allowed gamers 
seeking multiplayer action to sub- 
mit listings for their "modemable" 
games; and the first CGW review 
of a console game: TV SPORTS 
F00T8ALL for the Turbo Grafx. The 
CGW top five way back when: 
WING COMMANDER, THEIR FINEST 
HOUR, RAILROAD TYCOON, THE 
SECRET OF MONKEY ISLAND, and 
ULTIMA VI. 




The Wild Caids 


Duke Nukem Forever 

The last lime we saw this game, it looked incredible. Unfortunately, that was two years and two engines ago. 
The DUKE team is committed to quality and may yet pull off that trademark DUKE buft-kicking gameplay. Then 
again. DUKE may look like an outdated stereotype by the time it actually ships. 


5 

February 1999 

"Once you've seen one of these in 
action, there's no going back," 
That was the word on 3D cards in 


Team Fortress 2 

Valve's free HALF-LIFE add-on, TEAM FORTRESS, hooked us hard in early 1999. Two years later, we're still 
waiting. After spending a year reconstructing the game engine from scratch. Valve assures us that 2001 is the year 
for TF2. 


Unreal 2 

A mix of UT and HALF-LIFE, sometimes set in gigantic outdoor landscapes. It’ll be big, beautiful, and full of 
ballistic mayhem. 


Sigma 


1936, an issue 
with GABRIEL 
KNIGHT 2— one 
of the last great 
full-motion- 
video adven- 
tures — on the 
cover. Also 
announced was the anonymous 
title PREY, described as a cross 
between Sparlacus and Predator. 
Ship date? Winter, 1996. Dob! The 
top five games: STEEL PANTHERS, 
WING COMMANDER 3, PANZER 



Since we couldn't cross Scooter with a monitor lizard, our only chance to pervert nature lies with this game's 
genetic mutator that creates units by blending animals. 


GENERAL, X-COM, and CRUSADER. 


31 



read. me 



UO Fans Get Medieval 

Wine, women, and sot® at the UHinia Online Worid Faire 


I knew I was in the right place at Origin's first-ever 
ULTIMA ONLINE World Faire when I saw an impromp- 
tu sword fight between two of Satan's Cheerleaders. 

I guess I'm a sucker for cute women in short skirts 
who've pledged their souls to the dark side, especially 
when they start grabbing each other. I quickly realized 
this was going to be way belter than your typical fairy 
festival. 

Indeed, it was. More than 1,000 fans, many dressed in 
character, came from as far as Europe and Japan to swap 
stories, attend workshops, and experience demonstra- 
tions of martial arts, medieval combat, even madrigal 
singing. 


spell effects, and terrain. The only objects that will 
remain 2D are the buildings. 

Fans, many with big grins on their faces, crowded 
around several machines running a networked version of 
THIRD AGE. Even though Origin said the game was 
barely in alpha, it ran very well. Origin said the new 3D 
engine will make it easier to update the game with new 
creatures and items. Players who don't want to upgrade 
won't be left out, though. They'll still be able to play 
with the players who do upgrade. 

No ULTIMA event would be complete without a happy 
hour to sip some mead and swap some tales, so after 
each day's festivities the group trouped over to the 



recycler ol used bells ard tuinei ot 
upholstered lurnilure." 


includes Ihe shield, serpent dagger, spell book, and runesr 



There were also some vendor booths and a charity 
auction that included a signed copy of Richard Garriott's 
first game, AKALABETH, which sold for $450. In all, the 
auction raised more than $5,500 for Families of Spinal 
Muscular Atrophy. 

The biggest news was the unveiling of ULTIMA 
ONLINE: THIRD DAWN, a cool-looking expansion in the 
works for UO. What’s exciting isn’t so much the new 
land mass or new monsters that will be added to the 
game, but the major graphical upgrade the game will 
get. It's going 3D for all the character models, monsters. 


Copper Tank Brewery for some massively multiplayer 
imbibing. On the last night. Origin showed a brand-new 
trailer of game footage from ULTIMA WORLDS: ORIGINS, 
and lo, how the people did cheer. ORIGINS, which mixes 
medieval fantasy, Jurassic Parkish lands, steampunk sci- 
ence fiction, and Todd McFarlane artwork, looked both 
amazing and amazingly weird. 

Origin told CGW that it’s planning another event next 
year, and I’ll definitely be there. It was fun. It was fasci- 
nating. It was happy hours and good fellowship and 
Satanic yet cute cheerleaders. Let's see a meeting of the 
local Rotary Club match that! —Mark Asher 



1 

Baldur's Gate II 

A+ 

A- 

A+ 

A+ 

A- 

A- 

A 

Crimson Skies 

B 

B+ 

C+ 

A+ 

B- 

G+ 

B 


Metal Gear Solid 

A- 

B- 

C- 


B 

C+ 

B- 


Midtown Madness 2 

C+ 

B 

C- 

B- 

B 

C- 

C+ 


NASCAR Heat 

B 

B 

C+ 

B+ 

B- 

C+ 

B- 


NHL 2001 

A- 

A- 

B 

A+ 

Bt 

A- 

A- 


Reach For The Stars! 

C- 

C 

C- 

A 

C- 

D- 

C 


Star Trek Voyager: Elite Force B 

A- 

B 

B+ 

B+ 

B 

B 


Suoerbike 2001 

A+ 

B 

A 

B+ 

A- 

B 

A- 


Wizards & Waniors 

C- 

C+ 

D+ 

B- 

C+ 

C+ 

C 



* indicates game has not been rated 


An BALDUR'S GATE 

II, the game that makes DIABLO II 
look like a walk in the park. All of 
these games came out before the 
holidays, and it's good to see their 
average ratings are so high. There 
are no obvious duds, and several 
really strong titles, such as NHL 
2001 and CRIMSON SKIES. Even the 
Star Trek game on this list man- 
aged to break the typical Trek-ware 
curse. It's good to be a gamer 
during the holidays. 




read.me 


The GOOD.. 


200TH ANNIVERSARY 


industry that measures life 


STEALTH MODE 


by Rodney Allen Sneaky 

...It’s always good to acknowledge true sneakiness. Westwood had a press 
event in early December to officially unveil EARTH AND BEYOND, a 
massively multiplayer, space-based science fiction game. The sneakiness 
of note is that they’ve been working on this game for at least four years 
and have done a good job of keeping the lid on it. It probably helps that 
their offices are in a former high security building that Loral used to build 
aircraft avionics. 

...Siena somehow scored the Gladiator license, giving the company some- 
thing good to talk about following their latest round of layoffs. The company 
wouldn't provide specifics on what projects were affected, but it’s merely 
the latest in an almost uninterrupted string of bad announcements that has 
gone on for, well, about two years. 

...Leisure Suit Larry creator A1 Lowe’s Internet startup Jacknabbit has gone 
to the dot-com graveyard. Lowe was serving as Chief Technology Officer at 
Jacknabbit, a company that was developing scheduling software for the 
Internet. Let’s hope Lowe considers working in the games industry again. 
...Mark Randall at Terminal Reality has reportedly been working on the 
NOCTURNE engine to convert it to a first-person/third-person perspective 
engine. What’s cool about this is that it would still retain all the nice 
features, such as translucent fog, real-time shadowing, and so on while 
allowing for a better gameplay experience with the first-person view. The 
downside is that it needs a smokin' PC to handle it. TR has other projects in 
the chute, such as FLY 2, that will buy them some time and allow PCs to 
catch up while they work on a possible NOCTURNE 2-engined game. 
...Wizards of the Coast was poised to jump into computer game development 
with a massively multiplayer Dungeons and Dragons game. Now they may 
farm out that development, and the game may end up being a bit smaller in 
scale with its multiplayer, more along the lines 
of Interplay's NEVERWINTER NIGHTS. 

...It’s hard to get through a rumors 
update without mentioning Ion Storm. 

Word is that Eidos will shutter the 
Dallas offices and 
relocate everyone 
to Austin, under 
Warren Spector. 

Eidos needs to cut 
their expenses 
now that they 
couldn’t find a 
buyer, and I guess 
the idea of fund- 
ing a potential 
DAI KATANA S 
type of game isn’t 
very appealing. 



a special gaming retrospective, the 
top 10 games of all time, 20 full games 
on CD, and the World Exclusive ONI 

biggest love-in since Hef built 
Playboy Mansion West. 

The BAD... 


The Electronic Arts Jane's team 


Baltimore, widely acknowledged 


(responsible for JANE'S F/A-18 and 


Ushers. What an inglorious end to one 
of the most fabled groups ever to soar 
In the silicon skies. Best wishes to 


and the UGLY 


Beholder, but it wasn't sitting through 
this drivel. To duh-rector Courtney 
Solomon: Did you get a “Spell of 
Mutton Head“ cast on you? Hey TSR, 


paper mache project You cemented 
your place in the “good game license 
gone bad“ hall of shame. 


• CDMPUUR GRMIN6 WORLD I 


33 


























CGVU PROFILE 


Charles Moylan 


Hie man wtio rerolutionned waigamii^ 


M ost of the latest PC games are evolutionary advancements of existing designs, and they cost 
millions of dollars to produce. COMBAT MISSION is a glaring exception. This game, from an 
almost unheard-of developer with two full-time employees, accomplished three remarkable 
things. 1) It turned wargaming on its head by obliterating the abstractions of hexgrids and going fully 
3D. 2) It made wargaming fun again. 3) It proved that a developer can sell its games exclusively over 
the Internet and make money. Not even Sid Meier's vaunted Firaxis had been able to achieve that 
with ANTIETAM!, CGWs 1999 Wargame of the Year. 

Big Time Software is a tiny company, and COMBAT MISSION won't appeal to everyone, but we 
thought that anyone who could do what Sid Meier couldn't deserved some real credit. This month, we 
bring you an interview with Big Time's President, Charles Moylan. 

There are 14 reviews excerpted on your website (battlefront.com), all with Editors’ Choice ratings for COMBAT 
MISSION. How pleased are you with the game’s success? 

I think overwhelmed is the most accurate description. COMBAT MISSION has tapped into a desire for a certain 
kind of gaming experience that we were only partly aware of during the process of creating it. The 3D graphics, 
hybrid turn-based and real-time action, and attention to historical detail have turned out to have an appeal as a 
whole that is greater than the sum of its parts. 


How many retail copies would you have had to sell to equal the revenue from direct sales? 

It's hard to do a direct comparison to retaU sales because it depends on the terms of a given publisher, but a 
very rough translation of how we’re doing would be about 200,000 to 250,000 sales in retaO. We are happy 
enough to tlirow a party right now, but way too busy to do it! 

What example do you think CM sets for developers of other ‘'niche” titles? 

I think COMBAT MISSION sends a positive message to other indie developers without the support of a 
traditional publisher, but with a caveat. Here’s the catch: A game must have a unique quality that sets it apart 
from competing products if it hopes to seU well over the Internet. 

I don't mean simply that the game has to be good, though it does have to be that; it must be noticeably 
different from other games. One reason that COMBAT MISSION has caught fire like it has is the simple fact 
that there aren't any other games out there, even from the big pubhshers, that try to simulate realistic WWII 
tactical combat in 3D. Gamers who want that experience just can't get it at their local software store, because 
it isn't there. 


CM shattered many of the conventions of traditional wargames. How do you think this will affect the future 
of wargame design? 

It's primarily an issue of scale. 3D potentially brings an immediacy, a gut-wrenching "you are there" feeling 
to any game. 'This is perfect for the tactical level of COMBAT MISSION. And I expect to see virtually all tactical- 
scale combat gaming move to 3D very soon. But this doesn't necessarily apply to larger scales. 



When do you think we'll be able to play games that approach the visual fidelity of war movies? 

That's a tall order. It will take at least four or five years, I think. A lot of hardware improvements 
will have to occur before we can even begin to approach photorealism in real-time graphics, 
especially display resolution. A 72 dpi computer monitor just can’t do it, no matter how good the 
artwork, software, and 3D chips running the game are. 


How many people did you have working on COMBAT MISSION, and how long did H take to 
develop? 

COMBAT MISSION had only two full-time people on the project, but there were dozens of part- 
time contributors, many of whom volunteered. This was a consequence of our limited budget 
when we started out, but fortunately, the wargaming community on the Net really stepped in 
to help. 

The game took about two and a half years from start to finish. The 3D engine was a pretty 
massive undertaking, as was the tactical AI (which needed lots and lots of tweaking to the 
fuzzy logic to make it seem “human") and all the research we did into the armies, 
vehicles, and weapons. 


What are your plans for your next game? 

The next game will take place on the Russian Front of WWII: Soviets, 
Germans, and Finns locked in mortal combat from the opening guns of 
Operation Barbarossa in 1941 to the collapse of Berlin in 1945. 

Charles Moylan 's other games include FLIGHT COMMANDER 2, OVER THE 
REICH, and ACHTUNG SPITFIRE. For more information, visit 
mvw.ba ttlefron t.com. 


GOMPUTEil UMIKt WD81D • cgw. 





Microsoft Takes Over 
Digital Aovil 

Founder Chris Roberts to continue as Creative Director 

A s a game designer and business- 
man, Chris Roberts is undoubtedly 
gifted. The creator of WING 
COMMANDER and founder of Digital Anvil 
sold Microsoft on his vision of four killer 
games (STARLANCER, CONQUEST, LOOSE 
CANNON, and FREELANCER), and used 
Uncle Bill's money to develop them. As a 
producer, however. Roberts seems less 
exceptional. Three and a half years after 
founding his company, the only game to 
come from it is his brother Erin Roberts' STARLANCER. 

No one appears to be more frustrated by this than Roberts 
himself. For months he's lamented the obligations inherent in 
running a 100-person company. Including an Xbox game in 
development (tentatively titled BRUTE FORCE), Roberts has 
been running a four-ring circus. All of which takes time from 
his own game, FREELANCER— which has grown so enormous 
that even Microsoft can't pin down its ship date. 

That’s about to change. Microsoft announced in early 
December that they were stepping in to take over the studio. 
After three and half years of funding Digital Anvil — and 
recently rejecting two DA games that it had previously agreed 
to publish (CONQUEST and LOOSE CANNON)— it appears 
Microsoft wants to ensure that FREELANCER will come togeth- 
er how it wants, when it wants. Those DA employees who 
accept Microsoft's offers will become Microsoft employees. 

Publicly, Roberts says he is pleased with Microsoft's 
takeover of DA, since it will relieve him of his administrative 
burdens. He will continue to serve as creative director of 
FREELANCER, he says, while shopping CONQUEST and LOOSE 
CANNON to new publishers. He will also be free to pursue 
other interests, pointedly remarking that “there has to be a 
better way to develop games than working on them for three 
and a half years." 

Microsoft Games Manager Ed Fries maintains that 
FREELANCER will suffer no reduction in scope or resources, 
and that, in reality, the staff may grow. He said it wasn’t pos- 
sible at this time to estimate FREELANCER'S ship date, but 
added that by reducing the studio’s focus from four games to 
two, “we feel we can devote the time and attention needed to 
ensure that these two games will be truly outstanding." 



Chris Rcberls 



NEVUS & NOTES 


Alice; Ihe Movie 


AMERICAN MCGEE'S ALICE may be 
headed to the big screen. McGee 
told Well Rounded Entertainment 
that Dimension Films has agreed to 
film a movie based on the game, direct- 
ed by horror-meister Wes Craven 
{Screams]-3). We're thinking Christina 
Ricci or Michael Jackson for the lead. 


OperaliDO Cvborg 


An English professor has decided 
to implant a silicon chip in his 
arm that will communicate 
with his brain. CNN.com 
reports surgeons will con- 
nect the chip to nerve 
fibers in his left arm, and 
the chip will be able to 
exchange signals 
between his brain and 
a computer. What's 
going to happen? They 
have no idea. 


Gaming Goes to 
the Frogs 


Infogrames is buying Hasbro Interactive for SI 00 million, mostly in 
Infogrames stock. Infogrames will have sole rights to interactive 
games based on current and future Hasbro properties, including 
CIVILIZATION, ROLLER COASTER TYCOON, MONOPOLY, SCRABBLE, 
and RISK. The French company also gets an unannounced mas- 
sively multiplayer game based on Dungeons & Dragons, as well as 
Games.com, which will let users play Hasbro board games online. 


SIIEI BEASTS Goes 
lo West Point 



The U.S. Military Academy at West Point is buying 1,000 copies 
of STEEL BEASTS, the modern tank sim from Shrapnel Games. 
Kudos to West Point for not soaking U.S. taxpayers for a multimil- 
lion dollar, proprietary program that would be obsolete the day 
it's finished. 


Razor Gcoflter Games 

Crave Entertainment is working on games based on the Razor 
scooter. The first game in the series will be a Sony PlayStation 
release titled RAZOR FREESTYLE SCOOTER, where players can 
control ten different riders along three main levels and six 
secret levels. 


cga.gioespot.csB • CDMPDTER EAMIN6 WDBIB 



THIS MONTH’S TOP 10 


PREORDERS 





Myst 111: Exile (BRODEUBUm) 

Follow the story of the extremely popu- 
lar graphical adventure series, but from 
the standpoint of an embittered villain 
who seeks revenge against Atrus. 

Black & White (electronic arts) 

Complex in detail, graphically gorgeous, 
with free-flowing, individualized play. 
Already voted one of the games that 
will change gaming forever. 

Monopoly Tycoon (hasbro interactive) 

The family-favorite board game has been 
turned into a 3-D city-building sim. 
Practice cutthroat schemes against your 
opponents on the Internet or LAN. 

NBA Uve 2001 (electronic arts) 

This edition features a realistic stadium 
environment, an enhaced franchise 
mode, and an Internet community for 
online matches. 

ICBwInd Dale: Heart of Winter (interplay) 
You get to create your own heroes and 
send them to the Spine of the World to 
find an ancient evil. A worthy addition to 
any AD&D fan's game library. 

Arcanum: Of Steamworks & Magick Obscura 

(SIERRA STUDIOS) Imagine a place where 
magic and technology hold equal sway, 
and an adventurer might just as easily 
wield a flintlock pistol as a flaming sword. 

SlmCoaster (electronic arts) 

An easy to use interface and stunning 
3D graphics makes it fun to create and 
enjoy the most outrageously exciting 
rides anyone has ever seen. 

Rowan’s Battle of Britain (tares interactive) 
Bo a pilot or commander in the famous 
air war over WWII Britain. Virtual cock- 
pits feature interactivity, which allows for 
realistic engine management. 

Pool of Radiance: Ruins of Myth Drannor 

(MiNoscAPE) Not your run-of-the-mill, lin- 
ear role-playing game. Has a coopera- 
tive multiplayer mode and a good deal 
of character environment interaction. 

Thrones of Darkness (sierra studios) 
Combines the hack-and-slash gameplay 
of Diablo with the rich historical texture 
of feudal Japan. A good-looking game 
with interesting aclion-RPG twists. 




r- r r 


Everf)uest: The Scars of Vellous 

fvE/MwrwrsRAcnv&This 2nd expansion is 
designed for mid- to high-level players, 
and features new zones, new enemies, 
new treasures, and an improved interface. 

Alice (ELECTRONIC ARTS) 

As a wiser, and more industrious Alice, 
you set out in this third-person 3-D 
action game to free Wonderland from 
the tyranny of the Queen of Hearts, 

The Longest Journey (funcom) 

Gorgeous graphics, excellent anima- 
tion, and the cinematic sequences add 
up to a mesmerizing plot and a wonder- 
ful gaming experience. 

No One Lives Forever (fox interactive) 
Contend with deadly agents, evade traps, 
unravel mysteries, and become entan- 
gled in a cleverly constructed conspiracy 
that threatens the entire free world. 

Zeus: Master of Olympus (sierra studios) 
Summon heroes and gods to protect 
your city-states from monsters and 
other Greek cities. One of the most fun 
city-building games of 2000. 

Escape from Monkey Island (lucasarts) 
The first Monkey Island 3D graphic 
adventure game, with all the humorous 
antics and addictive gameplay of the 
first three installments. 

Half-Life: Counterstrike (sierra studios) 
This mod is now the newest game for 
Half-Lilel Join a terrorist or anti-terrorist 
assault squad and play hostage rescue, 
assassination, or just blast the enemy! 

Sacrifice (interplay) 

Serve one of five gods who will grant 
you their unique powers lor each mis- 
sion. A deep, absorbing, unique story 
with fully realized action gameplay. 

Call to Power 2 (activision) 

This deep and complex game chal- 
lenges you to manage the technology, 
diplomacy, trade, and warfare of your 
empire through a millennia. 

Combat Flight Sim 2: Pacific Theater 

(MICROSOFT) A deep, involving game with 
excellent graphics, great sound effects, 
and adjustable realism settings. A dream 
come true for historic flight sim fans. 






All available now at the 
Computer &,.Vid eiLGam es store at 




Get thousands of game titles for up to 50% off at amazon.com/videogames 


liiBiKHB is > iqisitrtd tt&sitik if tsuncm. 1%. 





CGW’s Monthly Readers’ Poll 


WHAT WE’RE PLAYING 

iiEiiMiam 

Man, is this game great. On top 
of the fantastic storyline, game- 
play, and graphics, ffOONE 
Lives forever also boasts the 
best, funniest dialogue of any 
game this year, in any genre. 

Major props to Monolith - no 
one saw this coming. 


We've been pounding on this game 
for a while, and it's looking pretty 
good so far. Some of the sim aspects 
that fans of the previous games 
cherish have been modified - or 
simply eliminated - hut overall, the 
game is closer to being an action 
title and the multiplayer is a blast. 
See our review next issue. 




The dairy industry is looking closly at the 
this latest Lara Croft game, hoping to glean 
some tips from Eidos regarding how to 
milk something to death. Not even the 
upcoming movie helps drum up enthusism 
for this dried-up adventure game. Maybe 
the level editor will be worth checking out 
- but It looks like Eidos should put her 
Lara out to pasture, once and for all. 




Combine Ang Lee’s emotionally-resonaiil, 
character-driven direction with fight choreo- 
grapher Yuen Wo Ping's {fhe Usin'/) 
unrestrained stunts, and you have Croiicltisg 
Tiger, HiMen Bfagon, one of the best martial 
arts films in years. Once you see Chow Yun- 
Fat [H3ril-Boile!l, The Beplscemi Killers) and 
newcomer Zhang Zi Yi duel in 
a bambeo forest without ever touching the 
ground, kiss Tfte Ueirix goodbye. 


S everal newcomers debuted on the Top 40 this month, including TONY HAWK 2, 
Crimson skies, and 4X4 evolution, if you’ve played any of them, you know that 
they’ve earned bragging rights. ELITE FORCE also distinguished itself by popping 
halfway up the charts, a testament to the movie-quality thrill ride it delivers. But the big 
surprise this month is that a sleeper wargame, COMBAT MISSION - developed by an indie 
and sold only online - beat out games like SYSTEM SHOCK 2 and ROLLERCOASTER TYCOON 
(the top-selling game of 1999). Thai's an underdog victory akin to Bogwa winning an 
Oscar for best film. To find out more about this amazing hit, see page 34. Congrats, Big 
Time Software. 


I 


1 

2 

1 

3 

3 

5 

4 

4 

5 

14 

6 

6 

7 

12 

8 

10 

9 

8 

' ID 

- 

H 

9 

12 

15 

13 

T1 

14 

7 

15 

17 

16 

39 

17 

20 

18 

36 

19 

28 

1 20 

- 

21 

32 

22 

13 

1 23 

- 

24 

35 

25 

23 

26 

22 

27 

21 

28 

19 

' 29 

- 

30 

24 

31 

25 

' 32 

- 

33 

27 

34 

18 

35 

26 

' 36 

- 

37 

30 

' 38 

- 

' 39 

- 

' 40 

- 


Diablo II Havas.—. 


dIEEIPI 

5 


Age of Empires H: Age of Kings Ulcrosuft.... 

Unreal Tournament Epic/GTT 

Baldur’s Gate II Interplay 


Half-Life: Opposing Force Havas.. 
TTie Sims Electronic Arts 


Command & Conquer: Red Alert 2 Weslwood/EA 4 

Rainbow Six: Rogue Spear Red Storm 4.5 

Age of Empires 11: The Conquerors Microsoft 4 

Tony Hawk Pro Skater 2 Activision 4 


Sid Meier’s Alpha Centauri Rraxis. 

5 


4.5 


3.5 


4,5 

Star Trek Voyager: Elite Force Activision 

4 

Baldur’s Gate: Tales of the Sword Coast lntetplay....4 




4,5 

Combat Mission Big Time Software/ BattlefronLcom 

5 


4 


4.5 

Escape from Monkey Island LicasArts 

1.5 


.4 


.4 


...5 



4.5 


.4 

Heroes IN: Armageddon’s Blade 3D0 

-.4.5 



4x4 Evolution Terminal RBality/G.0.0 4 


Command & Conquer: Tiberian Sun Electronic Arts ...4 

Final Fantasy VIII Eidos 2 

Need for Speed: Porsdie Unleashed Eteclmnic Arts .4.5 

Battlezone H Activision 4 

Caesar Mi Hava.s.,.. 4.5 

Dungeon Keeper 2 Bullfrog/EA 4i 

FIFA 2001 EA 5 

Frogger 2 Hasbro NR 


WE WANT YOU! 

Vote in the Top 40 Games poll at www.comoutei 
ina.com. The mare people who vote, the hatter t 
results, hut please vote only once per month. 


• COMPUTER GAMINE WDAID 







Software development is an inexact science, so predicting reiease dates is tike forecasting next year's weather. 
These dates represent the best avaiiabie info we had at press time, if you’re a pubiisher, send your updates to; 
Gswpipeline@ziffdavis.com. 


■ ■■ iCEWIND DAU; HEART OF WINTER 
This is in the homestretch. The bug 
iist is getting shorter and shorter, and 


■ ■ ■ GIANTS; CITIZEN KABUTO We 
were worried that this game wouldn’t 
make it before year’s end, but it went 
goid just in time. Keep an eye out for 
this titie: it's unusual enough that 
we’re wondering how gamers are 
going to react to iL 


iovabie monsters and making sure 
those higher resoiutions don’t break 
the rest of the game. 


■ ■■ FALLOUT TACTICS; BROTHERHOOD 
OF STEEL This turn-based FAUOUT 
game is stiii chugging along. The 
most significant addition is resaiution 
support; originaiiy interpiay was 
satisfied with BODxBOD, but they went 
and added 1024X76B. You can see 
more bumbling mutants, if you have 
the hardware to support the bigger 
resolution. The team's next priority is 
tweaking the Al. 


■ ■■ WARCRAFTtil Finally, all five 
races have been revealed. To recap, 
you'll be playing as the Ores, Humans, 
Undead, Burning Legion (big bad 
demons), and the Night Elves. That 
means that Blizzard’s gonna have a 
whole lotta balancing to do, and if 
STARCRAFT was any indication, this 
is a winter title rather than a summer 


NEW Alone tn The Derk: The New Nlohtrnin Inloorames Sprina 2001 

Empire Earth Sierra 

Spring 2001 

UPDATE pfloi 0( Hatfiance II SSI 

Sprfnn 2001 

UPDATE Anachninox Eidos 

March 2001 

Emperor: Battle For Dune Westwood 

Summer 2001 

Red Merton THQ 

Spring 2001 

UPDATE Anne McCaffrey’s freedom; 

1 Rrst Resistance Red Storm Enteriainmenl 

Sprina 2001 

Fallout Tactics; Brotherhood Of Steal Interulav Spring 2001 

NEW FLY! 2001 S.O.D. Spring 2001 

Return To Wollenslein ActivisiDii 

Sammy Sosa's Kinh Heat Baseball 2001 300 

Sorlnp 2001 

Sprina 2001 

1 Arcanum Sierra 

February 2001 

Freelancer Microsolf 

Fall 2001 

Serious Sam G.O.D. 

Sartna 2001 

1 B-17 Rvinn Fortress Hasbro 

Februarv 2001 

UPDATE Halo Bunoie 

Fall 2001 

Sid Meier’s Civilization ill Hasbro 

AuQUSt 2001 

UPDATE Battle Of Britain Rowan Software 

Spring 2001 

Harnoon 4 SSI 

Spring 2001 

Sid Meier’s Dinosaur! Rraxis 

Winter 2001 

1 Battfe Realms Crave Entertainment 

Summer 2001 

UPDATE icewinrf Dale: Heart Of Winter Ini 

ierolav Sorinn 2001 

Sioma Microsoft 

Fall 2001 

NEW Bio strike Red Storm 

Soring 2001 

IL-2 Sturmovik Blue Bvte 

Spring 2001 

Silent Hunter II Martel 

Summer 2001 

1 Bladi & While EA 

March 2001 

UPDATE Upends Ot Might & Magic 300 

Soring 2001 

UPDAn SlmCoasterEA 

Soring 2001 


February 2001 

Uose Cannon Microsoft 

Fall 2001 

Simsville EA 

Soring 2001 

UPDATE Command & Conouer: Reneoade Westwood Spring 2001 

Malestic EA 

Februarv 2001 

Startopia Erdos 

Spring 2001 

^UPDATE Cansmondos 2 Eidos 

Spring 2001 

Max Pavna 6.0.0. 

Summer 2001 

NEW Star Trek: Bridoe Commander Activision Summer 2001 


Spring 2in)l 

MachCommander 2 Microsoft 

Summer 2001 

UPDATE 3 ( 3 f lAfars: Salaues Verant/LucasArts Spring 2002 

Dous Ex 2 Eidos 

Winter 2001 

Motor Gitv Online Electronic Arts 

Spring 2001 

Team Fortress 2 Sierra 

Fall 2001 

Oiablo II Expansion Sliuani 

Spring 2001 

Mvst III Martel 

Spring 2001 

The World Is Not Enough EA 

Soring 2001 

Graoon's Lair 30 Blue Bvte 

April 2001 

NASCAR Racing 4 Sierra 

Spring 2001 

Thief III Eidos 

Winter 2001 

Dreamland Chronicles: Reedom Ridne Bethesda 

May 2001 

NEW NBA Live 2001 EA 

Soring 2001 

Troglco 6.0.0. 

March 2001 

UPDATE [|y|,g Forever 30 Realms 

Fall 2001 

Neverwinter Nights Internlav 

Summer 2001 

UPDAre warCralt III Blizzard 

Winter 2001 

1 Dunoeen Siege Microsoft 

August 2001 

Dni Btinoie 

February 2001 

X-COM: Alliance Hasbro 

Spring 2001 

UPDATE Elder Scrolls: Morrowind Bethesda 

Summer 2002 

HEW Planelside Verant 

Fall 2001 








The Future of Adventure 
is a Journey In,to the Past 


Based on his latest best-selling novel, Michael Crichton, the i reaioi oi /r; 
sends you on a story-driven journey back in time for one ol the greatest ad > i,i n 

Rethink What Is Possible. Fall 20uu 


Visit wm.estb.otg 
or call l-K(l-771-3772 
for more info. 


For more information * 


T I Me L I Me 

COMI'UTIK (NttRtAINMINl 


ll WWW IIII,«;.-llliew--iflJ5.i.01ll 

eioos 


© 2000 Timeline Computer Entertainment, Inc. All rights reserved, limeline is a (opyright of Timeline Computer Enlerioiimkiii fubioimd tiy Lau . UiIeiuiuvi; 

Eidos, Eidos Interactive and the Eidos Interactive logo are registered trademarks of Eidos Interactive, Inc. The ratings icon is a trudcmuik of ilie lulerotiive Diyiiul bufiwuie As.utiulioi 









I? (^ @ @ T 



Enjoy your stay in paradise. 

www.eidosmteractive.com 








The godfather of gangster sims 
is back* Rule the streets of 
Prohibition-era America with your 
own brand of 7iolence and 
greed as you build the perfect 
organized crime machine. 

It*8 terribly wrong. Of course, 
that’s what makes it fun. 


It’s Disturbingly Authentic 
www.gang8ters2.com 






eidos.com 








lAMD^I 


ionstorm.com 


All tighls reswvt’O. lO 2UiJ(i ION Siotm, Eiflos, Eidos Inleriiidive, Inu., ;ind Hie Eidos Inlefaflive, Itie loge aie feyisleieii tiLidemarks et Sides 
I Irademntksol Advanced Micm Devices. Inc Ihe talmijsicon is a iradeniarK id llielnteiaclive Diydai SofUvaie Associaiwn A'l ngfits lesenea 


ION Slofm"''. and Sty Boots'" names ami loijos ate liadeniarks of ION Stoim. 

, Inc. »■' 2000 Eidos liilcraclive. AMD. Itie AMO logo. Alhlon and coniDinalions iheienl. 



TOP: Assassination o( 
Marlin Luther King, Jr. 
(Memphis, Tennessee, 
1963). 


INSET: General Nguyen 
Ngoc Loan shoots a Viet 
Cong prisioner during the 
Tet Otfensive (Saigon, 


BOTTOM: Eric Harris and 
Dylan Klebold at the 
Columbine High School 
cafeteria (Littleton, 
Colorado, 1999). This 
scene was taken from the 
security camera and ran 
on the cover of litns. 







iHr k 


Li 


COMPUTER EAMINIi WDHltl • 






D ilcsc startliiii;, liunc-cliilling .screenshots ilo not advertise the “next 
hig thing.” 

What you’re .seeing is 40-year-old Jon Maddock’s amalgam of history 
and pop culture. As with THl-i SIMS, whether yon see a message, the 
medium, or a comhination of these is itseh' the point. 

Haddock, a computer systems administrator, recently displayed prints 
ol' Screenshots, his 20-piciure exhibition, at the Arizona State University 
Art Museum. In true gaming fashion, the original images are SOOxbOO 
and 72 dpi, drawn with Photoshop and a Wacom pad. 

Haddock’s concept for Screenshots took root in the mid- 19905, when 
the artist first saw iniellectiial property becoming a big issue on the 
Web. He noticed that people no longer irsed historical images on their 
homepages. “)nsr the fear of being sued was stopping people from using 
litem; it instilled a climate of fear. It was less rich, more restrictive, and 
more commercial.” Haddock, who lives in Arizona, believes that people 
have a right to historical legacy — and total access to it. 

Hy re-creating these famous images in a new medium, he aims to give 
ownership of these events back to the publie. (True to his own beliefs, 
his images are all freely available on the Web for personal ii.se.) Rut why 
game screens? 

“I wanted to reach kids with my message — gaming was a medium 1 
could adapt to,” the artist explains. Ironically, he’s never played THK 
S1M.S, but his appreeiation of its isometric perspective — along with such 
games as CAPTAIN MAGNH'l'O and LBGKND OP ZPLDA— provided 
inspiration for Screenshots. 

A scene from .Mnrv Poppins cms sit next to the assassination of Martin 
Luther King, Ir. because Haddock connected with the scenes in the 
exact same way — through print and television. “I wanted to use univer- 
sal images that emotionally affected how 1 turned out as a person. Roth 
lictional and nonllctional events, they came to me the same way. f was 


Columbine Revisited 

The most disturbing image of the series may be of the Columbine 
gunmen, armed with shotguns in the cafeteria. In the aftermath of the 
shootings, the media pointed fingers at computer games. The irony, 
however unintentional, is plain and clear. Haddock’s intent, however, 
was not to trivialize any of the .scenes. In fact. Columbine had a more 
persona! effect on him than most. 

‘•My girlfriend was murdered when 1 was 18. If someone had taken a 
picture of that moment in time, I wouldn’t project my grief and anger 
at the photographer,” he soberly confides. “With all the research I had, 
i could have done the library scene where people died, but I picked a 
room where nobody was killed. I really did think hard about that. I 
have sympathy for the kids and the parenis, but here I’m dealing with 




affected by all these things, one way 
or another.” 


by Jason Babler 


I 


my reactions to that event. To all those events.” 

The .strength of these images lies in our powerful reaction to the 
juxtaposition of two different forms of media. Art Spiegelman helped 
liberate the comic art form from .spandex superheroes with his Ptilitzer 
Prize-winning Mnus. When the .scores of Reeihoven, Gershwin, and 
Stravinsky were laced with a 1940 psychedelie of sight and sound, 
animation evolved into modern art in Walt Disney’s Fantnsin. 

i-Iaddock took emotionally loaded images that had been captured on 
lilm and video and foctised the details through a pixilated gaming 
medium. The startling result shakes us awake, and at the same time 


reminds us that, whether brought to us by the matinee or the 
seven o’clock news, the power of the image is the same. 

Thi.s is not a game. 

Rut it just might be the next big thing. 

Jason can he reached at inson_bnblcr@zijJdaris.com 


TO SEE THE COMPLCTE EXHIBITION; 

http://whiteiead.com/jrh/screenshots/ 


BEi 


;gd • CDMPUTtll BAMINB WDfILD 






QUICK TAKES ON GAMES IN, THE WORKS 




ICEWIND DALE: 
HEART OF WINTER 



■■■ The other big sprawling Black Isle role-playing 
game (RPG) of 2000 is set to gel a whole lot big- 
ger with the Heart of winter expansion pack. 
Much more combat intensive than BALDUR'S GATE 
II, ICEWIND DALE captured our hearts with sprawl- 
ing DiD-based brawls that played like X-COM 
decked out in classic fantasy drag. 

In HEART OF WINTER, your heroic party is 
tasked with stopping a barbarian invasion, but that 
story is simply a setup for more of ICEWIND DALE'S 
trademark strategically deep hacking, slashing, and 
spellcasting. Dozens of new quests will allow party 
members to advance beyond 20th level - all the 
better for exploiting more than 80 new items and 
50 powerful new spells. The game is also getting a 
nice facelift courtesy of improved 3D acceleration 
and (even better) an 800x600 resolution that will 
really show off the beautifully rendered frigid world 
of the game. wwwJ)lackisie.com 


PLANETSIDE 


■■■ Come summer 2001 , massively multiplayer, 
persistent world universes will make the big 
move away from the fairydust realm of RPGs 
and into the blood-drenched arena of first-person 
shooters with PLANETSIDE. We're putting our 
skepticism aside for a number of reasons, the 
most prominent being that the current god kings 
of multiplayer massivity - Verant Interactive (cre- 
ators of EVERQUEST) - are the people behind 
this game. 

Players will compete as mercenaries, serving 
one of four corporations. Cash earned from 
battling other factions can be used to purchase 
better equipment. Verant recognizes the death-a-minute nature 
of the first-person shooter and assures us that PLANETSIDE will 
not punish players severely for dying - you’ll suffer a minimal 
loss, but the goal is to encourage players to fight and not run 
from the threat of being fragged. On the contrary, a growing 
Citizenship ranking for participation will reward players with 
improved technology and new game modes. Verant hopes this 
slight RPG element will get gamers involved with their avatar 
and spur them on to developing their character. We'll faring you 
more details in the April issue of CGW. www.verant.com 


I COMPUTER GAMING WORLO • 



Serious Sam 


■■■ You know what CGW likes? Dead 
things. Lots and lots of dead things. That's 
why we’re so excited about SERIOUS SAM. After a mind-numbing, adrenaline-pumping death 
sprint through this shooter's first five levels, we feel safe to say that no other game will oarry 
the DOOM-style endless horde of monsters mantle any better than SAM. Imagine being locked 
in a room and beset by 300 monsters with only your wits, your chaingun, and your god to save 
your ass. Imagine a good three dozen headless faomb-loting kamikaze bastards screaming 
over a sand dune right at you. The absolutely relentless barrage of action in this sharp-looking 
shooter should have you sweating bullets sometime in early 200 1 . www.croteam.com 



■■■ File Stronghold under “Why Didn’t Anyone Think of This Earlier.’ A 
blend of city-building and traditional real-time strategy, STRONGHOLD will give 
you the opportunity to design, build, and defend a medieval castle. You'll start by 
developing your small local economy and populace, picking a site for your 
fortress, then slowly building it up - complete wrth moats, lowers, and draw- 
bridges. Smart design will be crucial since you'll inevitably be under siege, forced 
to unleash your vats of boiling oil as your forces try to repel wall-scaling invaders. 
If the concept weren't cool enough, the pedigree of the designers gives us even 
more confidence in this title: Rrefly Studios is made up of expatriates from 
Impressions Software, the designers behind city builders such as ZEUS, 
Pharaoh, and the Caesar series. We just hope we’ll get to see invaders cat- 
apult some diseased livestock at us. www.godgames.com 


♦ CDMPlIttR EltMIHE W(im 




COMING SOON... 

© 2000 Siraiagy Fifsi inc. All nghls rosorved. Europe Universalis Is a Iradomark of Paradox Entoftainment AB. 
All fights reserved. All olher trademarks and copyrights are the properties of their respectivo owners. 


Take the role of a 
European superpower 
at the time of the 
Great Explorations in 
1492. Through bold 
and wise diplomacy, 
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Features: 

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Holland, Habsburg, Prussia, Russia, 
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' Extensive and advanced options for 
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Cossacks - European Wars is a 
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events during the XVI-XVIll centuries in 
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never ending wars shed oceans 
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Features: 

-Huge battles up to 8000 units 

-16 rivaling nations with their own distinct 

graphics, economics and technical development 

-More than 85 real historical large-scale wars 

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-A huge technological hierarchy of more than 

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-Unlimited variety of tactical and strategic 
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“ AUTHENTIC AND VISUALLY 
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DAMING WORLD • 




I t’s a good thing that the 
folks at Bethesda know so 
much about role-playing, 

because they have a tough new role for 
themselves right now: the underdog. 
Four years ago, things were a lot differ- 
ent, DAGGERFALL, the company’s 
second role-playing game (RPG) in its 
epic ELDER SCROLLS series, was a 
humongous best seller and easily won 
CGWs RPG of the Year award. At a 
time now widely acknowledged as the 
genre’s nadir, DAGGERFALL scored big- 
time as the only RPG around to appeal 
to both the hardcore faithful and the 
more mainstream gamers. 

But four years is forever in the 
gaming world. Because of that, 
MORROWIND, its new ELDER SCROLLS 
RPG, has its work cut out for it, 
DAGGERFALL is just a distant memory 
to many, and newer gamers may never 
have heard of the series at all. Since 
Bethesda’s last big RPG, role-playing 
has roared back, and all sorts of titles— 
the DIABLOs, the FALLOUTS, SYSTEM 
SHOCK 2, BALDUR’S GATE 1 and 2, and 
EVERQUEST, among others— have 
successfully captured gamers’ atten- 
tion, So now that Bethesda finally has 
a sequel to DAGGERFALL well on its 
way, two big questions come to mind; 
One, does anyone care? And two, 
should anyone care? 

This Is Our World 

The answer to the first question is 
Yes, many people care. Like the first 
two ELDER SCROLLS games. Arena 
(1994) and DAGGERFALL, MORROWIND 
is a single-player RPG set in Bethesda's 
fantasy world of Tamriel, a world with 
the kind of detailed mythology and 
backstory that fans of Tolkien, Feist, 
and the Forgotten Realms love and 
expect. It's a world that lives on 
beyond the games now (which also 
include the smaller-scale BATTLESPIRE 
and Redguard), with thousands of 
obsessed fans who know more about 
Tamriel than the game designers them- 
selves; they flood message boards, 
write fan fiction, and even post pic- 
tures of themselves in Tararielan garb. 
The reason they care, and— to 

I 1 1 1 1 1 1 1 — 

BENBE: Rflle-Plavinn » RELEASE DATE: Qd 01 

PUBLISHER/ DEVELOPER: Bethesda Saltworks 

CONTACT: www.bBthsoft.com 





PREVIEW 




answer our second question— the 
reason you should care, is that the 
ELDER SCROLLS series, perhaps more 
than any other computer RPG series, 
has always encouraged non-linear, 
open exploration rather than forcing 
you down a fixed path— like an 
online RPG, without the lag and the 
player-killers. Bethesda has created a 
world, through its RPGs, that you can 
live in for hundreds of hours at a 
time, without the monthly fee. 

ARENA, the first game, gave you 
the entire world of Tamriel to 
explore. DAGGERFALL narrowed the 
scope to just two of Tamriel’s eight 
provinces, and still gave gamers 
somewhere in the neighborhood of 
100 hours of gameplay, MORROWIND 
narrows the focus down to just one 
province— MORROWIND (more specifi- 
cally, the volcanic island continent of 
Vvardenfell)— but again, this will not 
translate into less gaming: it just 
means that Bethesda will flesh out 
the one region in even greater detail. 

"We didn't really like the result of DAGGERFALL,” admitted 
project leader Todd Howard. "There were about 20 to 30 
hours of good gameplay, but then it began to just be the same 
thing over and over again. We went into MORROWIND think- 
ing that less is definitely more." 

To avoid that feeling of sameness, Bethesda is eliminating 
one of DAGGERFALL's key features: the random location and 
NPC generation. Instead, every location and NPC is being 
uniquely crafted for the gameworld. To illustrate the change 
in scale, Howard said that instead of the rouglily 10,000 towns 


DOES THIS ARMOR MAKE MY BUTT LOOK BIG? 

Yniill he able tu switch tu Ihitd-persoji moilc, hut the game is 


and cities you could have visited in the locations in MORROWIND. 

previous game, Morrowind will have 30. DAGGERFALL’S 

Likewise, the game's dungeons will be of a fandom Incations. 
fixed number, but all will be hand-crafted. 

At the time of this writing, Bethesda was still being very 
tight-lipped about the main storyline, revealing only tliis 
much; You begin the game by being released from a prison 
ship (for what is up to you) onto VvardenfeO, where a “magi- 
cal evilness” emanating from the island’s volcano is threaten- 
ing the land. You're given your freedom in exchange for 
performing certain tasks— but whether you perform them, or 
do anything related to the main plot at all— is 
up to you. Howard estimated that the "main 
story” takes up only about 20 to 30 percent 
of the game, and that there will be plenty to 
do after that storyline is wrapped up. The 
world will proceed apace— with certain time- 
sensitive side quests— and it will be up to 
you to participate or not. 


All This, and It's Not DOS-Based 

Bethesda started working on MORROWIND 
immediately after DAGGERFALL, according to 
Howard, with an original intention of getting 
it out in 12 to 18 months. But the developers 
regrouped as their ambition, especially in 
terms of graphics, increased. "We were sick 
of RPGs looking ugly," said Howard simply. 
"We wanted to push the limits.” 

It shows. Although they're being coy about 
the engine’s origin, we can teU you that it's 
a full 3D engine (supporting Direct3D only), 
not related in any way— thank goodness— 
to Daggerfall’s DOS-based engine. Howard 




• COMPUTER GAMINS WDRLQ 




filiiliiii 


PREVIEW MORROWIIMD 



SMELLS LIKE CRAB Concepi 3>( 

ami sctecnshot from the Coimci! walked me through various indoor and out- 

disliict III the town of The ^ environments, cycling through day 

dark elves have biiill pari of the city , , , . , r ■ o, 

inside of a prehisloriu crati. and niglit-and it was beautiful. Charac- 

ters, items, weaponry, and armor are all 
rendered in exquisite detail— if nothing else, we 
won't have to say that MORROWIND looks good 
"for an RPG." The perspective is still first-person 
(though you’ll be able to switch to third-person), 
and you can play using the full screen— the inter- 
face is practically transparent. Stats, inventories, 
and other screens will all appear in toggle-able, 
resizable windows, so you can have up as much or 
as little information as you wish. 

As far as that little matter of gameplay goes, it’s 
too early to tell. Neither the charaaer generation 
nor magic systems were in place at the time of my 
visit— and the game is still a year away. About char- 
acter generation, all Howard would say is that it was 
partially inspired by SYSTEM SHOCK 2's opening, in which you make your stat choices in-engine 
as the game begins. As in DAGGERFALL, conversation will play a big part in how your character 
fits into the world over time— how you treat and talk to other players will come back to haunt you 
if you're not careful. You can taunt, intimidate, or even bribe an NPC to get information, for exam- 
ple, but that may affect how they and others treat you next time around. Combat, too, will be 
somewhat similar to DAGGERFALL, with a variety of attack styles— though more attention is being 
paid to a weapon's weight and speed. A dagger, for example, will be 
able to mete out, say, 4 points of damage per hit very quickly, while a 
long sword will issue far more damage, but at a much slower rate 
of attack. 


MAPQUEST MORROV/IND takes place 
entirely within the one province - a nar- 
rowing of scope liver the last two games. 




rV Like DAGGERFALL, MORRDWIND 
II rlay/night cycles, as well as vaiiable 
ncatii^i. u.it this lime, it'll actually look good. 


Plug In, Tune In, Drop Out 

Bethesda’s ace-in-the-hole for MORROWIND, however, is nothing 
within the game, but a tool that will accompany the game: the Elder 
Scrolls 3 Construction Set. This tool, which is essentially the same 
one being used by Bethesda to create the game, will allow users to 
create or modify any aspect of the game— and share those creations 
(as plug-ins to the main game) with other users. The possibilities 
are limitless. You can create quests, characters, objects, monsters, 
weapons, buildings, entire towns- anything, really— and stick them 
into your game or share them with others 
online. In addition, you'll have complete 
access to tweak the stats of every single 
item or character in the game— making 
things as hard or easy on yourself as you 
want (a move, Howard said, that was 
inspired by 3DO's HIGH HEAT BASEBALL 
tune files, oddly enough). Want to make 
yourself an unbeatable badass? Go 
ahead. Having trouble beating one par- 
ticular monster? Give it an attack 
strength of zero. “It's your game,” said 
Howard. “You can do what you want." 

Thus, though MORROWIND is single- 
player only, Bethesda is hoping to build a 
thriving online community, a la THE 
SIMS, where users will go to exchange 
files and keep the game alive indefinite- 
ly. It's a brUliant idea, and the surest 
sign that Bethesda, despite its old-school 
roots, is making an RPG that will 
matter to 21st-century gamers. 

That’s the theory, in any case. We’ll 
revisit the game later this year, as it 
gets closer to completion, to see how 
well Bethesda is pulling it off. GST? 



EVERYONE 


THE CAME 


Remember how the west was won? It won’t hl i p you ut nl 

Set in the wildest days or the Wild West, America is the only ih;.. ^i\es yoii 
the means to reshape the landscape of 19th century America \\ ith siunnin^ a - i Iu i; u ii . 


REAL-TIME STRATEGY DATA 


BECKER DIGITAL GAMEWARb 


For more information about America, visit www.game-america.coni <»i 




PREVIEW 


Enter the mind of Clive Barker 


by George Jones 


COMPUTER GAMINE WORLD • cgw.gai 




Clive Barker’s 


Creature Double Feature 

Consistency in the horror/action space is crucial in terms of game- 
play; unrelenting action that keeps the player off-balance is para- 
mount. Realizing this, the design team is avoiding the temptation 
to begin the game with frogs, flies, guards, or the usual uninspired 
starter enemies. This isn’t to say that the game will start at a high 


I f Dreamworks Interactive wants to succeed with its 
upcoming horror title, it need meet but one challenge; to 
be consistent. Consistently scary, consistently frenetic, and 
consistently Iritting you over the head with unexpected twists, 
turns, and frights. Otherwise, Dreamworks might as well forget it— 
in the horror genre, four freaky, edge-of-your-seat hours of gameplay 
are quickly forgotten if the remaining 20 hours ate the same-old, 
same-old. Especially in the post-HALF-LIFE world. 

So rather than taking the well-worn approach of building a 3D 
shooter and turning it into a horror game, the UNDYING team is 
intent upon building the horror game first, then translating the 
experience into the first person. To accomplish tliis, the team 
enlisted the aid of Clive Barker, who has played an active role in 
developing the game’s narrative, pacing, and cinematic effect. 

An example of the horror maven's influence is the decision to 
change the main character from the aristocratic Magnus Wolfram 
to the more down-to-earth Patrick Galloway. Ever the storyteUer, 
Barker explained to the Dreamworks team that UNDYING would 
create a stronger connection between player and character if it 
featured an accessible hero. In this way, gamers will sympathize 
more with Galloway as he tries to prevent four ghostly siblings from 
slaying his good friend Jeremiah. 





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ACTICIIM/HCIRRaR 



preview 


level of difficulty. The Howlers— the game's first monsters— are fairly easy to kill. But 
they're intelligent, super-creepy, and appear in large enough numbers to make the 
first stages of UNDYING quite memorable, and quite fim. When's the last time you 
got to mow down monsters DOOM-style? 

The game gets only more intense from here. The monsters get more vicious and 
more intelligent; at one point you run into Jemmas, huge golem-like creatures that 
can evade your fire and shoot at you from a distance, then drop their range weapons 
and engage in hand-to-hand combat. Amplifying (and personalizing) the monsters’ 
ferocity are MORTAL KOMBAT-style death cinematics featuring Patrick Galloway 
getting sliced, diced, neutered, and eaten. They’re violent, to be sure. But they’re 
also entertaining in a Nightmare on Elm Street sort of way. 

UNDYING breaks from typical first-person fare with a weapons and inventory sys- 
tem that combines eight standard weapons and 16 magical spells. As you move 
through the game, you’ll accumulate weapons such as the revolver, spear-gun, and 
dynamite.. .all of which feature alternate-fire modes. But as the game develops, you 
also gain access to an inventory of offensive and defensive spells, each of which can 
be powered up. 

The unique nature of the spells— which serve as one of the game's reward mecha- 
nisms— creates some much-needed variance in the realm of the 3D shooter. Skull 
Storm, for instance, summons cackling demon skuUs that chatter like Beavis and 
Butthead before you launch them at your enemy. 

Players will also use their spell inventory to solve various game puzzles that the 
designers hope will help create proper pacing for the game. Also key to the experi- 
ence is the large number of in-engine cut-scenes; They flesh out UNDYiNG’s story- 
line and, under Barker's direction, should amplify the tension. 

Amazingly, Undying has moved through Electronic Arts’ development queue 
without the kind of hype or hoopla a title this promising usually receives. Given the 
glut of mediocre 3D shooters and the general lack of success in the horror category, 
the media spotlight has tended to focus on well-known franchises and sequels 
instead of upstart titles such as this one. 

All of this may work to UNDYiNG’s advantage, however. After ah, surprise is one 
of the key ingredients to horror. UNDYING should be out around March 2001. 




COMPUTER CAMINC WURLO • cgM.gjmespoI 





Ouer 1,000,000 Copies Sold in Europe 



Rmerica is being inuaded by these top-selling 
games of challenge and aduenture. 

www.jowood.com 

©1999-2001 by JoWood Productions Software AG 


Si 




liiv' ‘ji'iil-'iv.'f’j! 







DUNE^ 


Giedi Pnifnfe 

',-v'dameworld *Z 

‘ V|in a series of 4 ads 


Actual 
In-Game 
Screenshot of 
Giedi Prime 


Command one of 3 unique sides 
that fits your styie of play, be if 
honor, evil or deceit. 


Q Buiid alliances with any of 5 
powerful subgroups to gain 
access to amazing new 
technologies and units. 

T Do real-time battle on over 4 
unique worlds as you plot your 
course to the Imperial Throne. 

J Create exciting tactical situations 
using diverse new units, such as 
the towering Kobra cannon and 
the hulking Minotaurus war 
machine. 

9 Lead your forces through both 
large-scale planetary strategies 
and cunning ground-level tactics. 

p: Plunge into the full 3D universe 
of Dune - one of the greatest 
science fiction sagas of all time. 

U Wage multiplayer war on the 

internet or cooperatively in 
‘ campaign mode. 


Visit wvvw.westwood.com 
for more information. 




Cm’ItGHWOl 





b.l'B « 

Bp' 1 

Lj j 

ir'St' ml 






Weicome to the ODDpsrslown 



mOm 


J JjJililj; 



of Computer Camos 


■lA iiMIHIIllill 



Grim Fandango 




E vcrv mciliuni aspires to 
be reteiTcd to as an Art 
Form. Films, prose, visual 
experiences — while all of these 
have “legitimate” claims to 
being considered art, it’s hard 
to argue the case for games. 
Partieulati)’ when the majority 
of the medium is filled with 
pixels hitting and shooting other 
pixels with a monotonous color 
palette. That was before GRIM 
FAXDAXGt). 

Frtim the day l.ucasArts 
released it, GRIM F'AXDAXCiO 
was destined for the CfflF Mall 
of Fame. The visuals are an 
eclectic blend of Mexican folk- 
lore, Kd Roth, and C.cisab!nuca\ 
no {>ther game manages to sue- 
cessfully fuse .Aztec architecture 
with Hitchcock’s visual design. 
Its music is a never-heard-before 
blend of Big Band and mariaehi. 
All of this is fleshed out with a 
smart .script that brilliantly mixes 
in elements of Cbinatomt, 
Glcnjinrry Clcn Rtw, and the 
Mexican Day of the Dead. Top 
it off with the rock-solid, 
traditional graphic •adventure 
gameplay that veteran designer 
Tim Schafer has 
perfected, and GRIM 
FAXDAXGO makes a 
strong supporting 
argument for those 
who see gaming 
as an art form. 

As with 

BA’ITI.HZONF: and 
SAXlTARll'.M, it’s 
a shame that this 
true work of 
digital art didn’t 
succeed on the money- 
making level. 


John 


Carmack 


A fascinating plot; beautiful and 
original art direction; memorable 
characters; excellent saipt and music; 

puzzles are generally "just right.” 

“Epic isn't a word normally 
associated with LucasArts 
adventure games. That term 
conjures up images of The Ten 
Commandmenfs or Lawrence 
of Arabia, but not of, say, THE 
CURSE OF MONKEY ISLAND or 
Full throttle. Yet, Tim Schafer’s 
newest adventure game, GRIM 
FANDANGO, fits the criteria 
quite well." 

- reviewed by Thierry Nguyen 


F or the population at 
large, the events 
that people knew' 
would change history were 
the assas.sination of J.F.K 
and the ftill of the Berlin 
Wall. For gamers, it was 
seeing DOOM. In one 
brief moment — walking 
down a corridor with our 
“head” bobbing naturally, 


COMPUTER GftMINC tVORlD • cgw.gemetpol.i 




Half-Life 


G cc, here’s .1 siiiprisc, hull? The fact is, the C(»U' editors knew that HAI.h'-LliT? would 
end up in the Hall of Fame prohably a day after the game shipped two years ago. 
because all you hai e to do is boot it up and play through the brilliaru and frightening 
opening scene to know you are dealing with something rare and special. 

Incredibly, Valve Software had never made a game before, and none oiTis saw it coming. 
Hut HAM'-I.IFTl’S relca,se was one of those watershed moments in computer gaming, immedi- 
ately shaming every other hrst-person shooter in exi.stence, sending other developers into a 
panic and back to the drawing board, and becoming the benchmark t(>r the genre ever since. 
H.\l.l--I.Il-i; had it all: a fantastic storyline, intense gamepiay, outstanding level design, 
genuinely scary monsters, 
e.xcellent Al, and robust 
multiplayer support that 
helped create a still-thriving 
commuiiiiv of mapmakers 
and mod-makers. H.AI.I-- 
Lil'H, simply put, is one of 
the greatest pieces of inter- 
active entertainment ever 
made, and a must-own title 
for ev. 


February 1999 

Awesome storyline; 
intense, nonstop action; 

scary monsters, super creeps; atmospheric music and sound effects; 
inventive level design and weaponry. 

“Half-Life is not just one of the best games of the year. It's one of 
the best games of any year, an instant classic that is miles better 
than any of its immediate competitors." - reviewed by Jeff Green 




hearing an Imp snort nearby 
lives had changed. Forever. 

DOOM \\’as the product of a small group 
of developers at id Software, but we all 
know who created the underlying technolo- 
gy’. John Carmack’s reputation as a program- 
ming wtmderkind was founded the moment 
DOOM went live (and subsequently crashed 
several sen'crs due to overwhelming 
demand). This is all the more rcniarbble 
considering tliac most of his programming 
knowledge was sclf-raught. 

But Carmack didn’t just create great 
games, he created an entirely new gaming 
genre. The world had never seen a fest- 
paced fii-st-pcrson sliootcr before 
WOLFENSTEIN 3-D. Gamers had never 
experienced a multiplayer deathmatcli before 
DOOM, QUAKE marked the dawn of the 
3D era. These games defined first-person 
gaming for yean, and it w'asn’t until HALF- 
LIFE came along in 1998 and UNHEAL 
TOURNAMENT in 1999 that anyone 
seriously challenged id’s dominance in 
the genre. 

E\’cr pushing tlic boundaries, Carmack’s 


networking code in QUAKE enabled 
action gamers to go head to head on die 
Internet for.the first time, Quakeworld — a 
free add-on from id— made it easier to find 
opponents online, and lielpcd pave the way 
for host sites like Gamespy’ and BatileNct, as 
well as multiplayer frag fests like TEAM 
FORTRESS CLASSIC and 
COUNTERSTRIKE, QUAKE elans sprang up 
all over the world, followed by regional 
gaming tournaments and QuakeCon, which 
draws thousands of gamers to an annual 
competition in Dallas. 

All of this would not be possible, or 
would exist in a far different form, were it 
not for John Carmack’s rapacious intel- 
lect, programming genius, and dedication. 
His views on technical openness, and early 
support of game mods and open source 
code have had ftir-reaching affects on 
the industry. 

For the enormous influence he has had on 
computer gaining and his continuing com- 
mitment to advance the state of the art, we 
proudly induct id owner and lead program- 
mer Jolm Carmack into the Hall of Fame. 


The CGW 

Hall of Fame 

People 

Sid Meier, Bams designer 
Dani Bunten Berry, 8eme Designer 

Games 

Alone in the Dark (t-MoUon, 1992) 

The Bard’s Tale (EH, 1989] 

Battle Chess [lnterplay.1988) 
Battleground series (TelsnSofL l99S-pceseni] 
Betrayal at Krondor (QyDainix.1993] 
Chessmaster (^ftwareloelwsrks. 1986) 
Civilization (MlcraPmse, 1991) 

Command & Conquer (Viigiii/Westwood Studies, 1S9S) 
Crusader: No Remorse (Origin. 1399) 

Day of the Tentacle (hicasAris. 1993) 
Diablo (Blizzard. 1997) 

DOOM (id Software. 1993) 

Dungeon Master (FTl Software, 1987] 

Earl Weaver Baseball (EA. 19B6) 

Empire (Irrterste!, 1978) 

F-19 StealUl Rghter (MlcmProse. 1988] 
Falcon 3.0 (Spectnim KoloByie. 1991) 

Fallout (Interplay, 1937) 

Front Page Sports: Football Pro [Dynamo. 1993] 
Gettysburg: The Turning Point (SSI.1S8B] 
Gunship (MiemPmse. 1966) 

Harpoon [360 PaciDc, 1989] 

Heroes of Might & Magic II [flew World Computing, 1997) 
Kampfgruppe (SSI, 1935] 

King’s Quest V (Siena On-line. 1990] 
Lemmings (Psygmsis. 1391) 

Links 386 Pro (Access Software. 1932) 

M-1 Tank Platoon (Microf^e, 1989) 
Master of Magic (MicroProse. 1991) 
Master of Orion (MicroProse, 1993) 

Mech Brigade (SSI. 1985) 
MechWarrior 2 (Actmsion. 1995] 

Might & Magic (New World Computing. 1988) 
M.U.LE. [EA.19S3) 

Myth (Bungle, 1997) 

Panzer General (SSL 1994) 

Pirates! (MicroProse. 1987] 

Quake (id Sotlware, 1938) 

Railroad Tycoon (MicroProse. 1999) 

Red Baron (Dynamii. 1999) 

Hie Secret of Monkey Island (licasAils. 1990] 
SimCity (Mans, 1987] 

StarCraft (BOzzard, 1998) 

Starflight (EA, 1986] 

Tetris (Speclntm l!Qloliyle,19B8) 

Their Finest Hour (LucasArts. 1989] 

TIE Fighter (UroasArts. 1934) 

Tomb Raider (Eidos. 1996] 

Ultima Mi [Origin Sptems. 1983) 

Ultima iV (Origin Syslems, 1985] 

Ultima VI [Origin Systems, 1999) 

Ultima Underworld (Origin Sptems, 1992) 

War in Russia (SSL 1994) 

WarCraft M (Blizzani. 1996] 
Wasteland (Interplay. 1986] 

Wing Commander (Origin ^lems, 1990] 

Wing Commander ll(0Tjp^ms.l991) 
Wing Commander ill (Origin Systems, 1994) 
Wizardry (SIt-Tecli. 1981] 
Wolfenstein 3-D (Id Software. 1992) 

X-COM (MicroProse, 1934) 

You Don’t Know Jack (Berkeley Systems, 1996] 
Zork (Inlocem. 1981) 


|c8W.oaiilMpDt.com ■ COMPOIEB CftMinO WORLO 






At tlic CDtc of Irrational’s aniliitkms project lies the same powerful 
engine that designers Nick and |iilian Gollop (X-COM) chose for 
llcthesda's upcoming DRHAMLAND CllRONIGl.HS title. In addition 
CO making for beautiful graphics, this engine allows for fully movable 
and destructible environments. FRF.HDdM l-ORO! is a mission-based 
game inspired by X-C()M, albeit with a tmiqtie 
twist: This 


strategy experience is set in a world similar to the 6()'s Marvel tmi 
verso, one of the golden eras of comics. Consider h'RlddXTM I-'ORCb 
an homage to the Stan Lee and Jack Kirby era of Marvel. From the 
simplistic color palettes to the naivete of the superlieroes to the 

obsessive tnania of the game’s siipervil- 
lains, this experience is all about eap- 
tiiring the styling and altitudes of the 
60's comic books and turning it into 
a story-based interactive experience. 





BUST!!! MISSED HIM AGAIR LOOKS LIKE NEW YORK'S 
FINEST WILL BE WORKING OVERTIME TONISHTl 


look and led, which instantly recalls the early work of Jack Kirhv and 
Stan Lee in Tik' Avciijjm, Iron Man, ami Tahs of Suspense. L\en when 
they’re rendered in 3D cut-scenes, die Ltra|ihics in FRI-LDOM l-ORCK 
appear straight out of the comic pages from the early days of Marvel. 
The characters are simply drawn, and their laces lack intricate details. 
This facial abstraction, as Irrational Games’ General Manager Ken 
Levine points out, allows g.amets to imbue the characters with more of 
their own imagination. Scott McCloud wholeheartedh' supports this 
notion in his all-encompassing 1995 treatise, Vniicrsrandini] Comics, a 
book the FRLHDQM FORCE team repeatedly refers to when discussing 
the game. 

Along these lines, the characters’ backgrounds and lives arc also linear 
and simple. In keeping with the retro led, the good guys are clearly 
right, and the b.id guys are obviously evil. Hut in keeping with earlv 
Marvel tones, while their motivations are typically tinidimcnsional, each 
character does possess some emotional complexirv. Some arc haunted bv 
their past. Some get along with some heroes, but not others. Some even 
have sidekicks who make like the Wonder Twins and create more trou- 
ble than help. Fart of your job in the game is to identifr who works 
better with whom, in which situations, and against witich villains. If 
Irrational is smart, the game will even give some heroes phobias of cer- 
tain enemic.s — this can add some interesting meta-.i.spects to the game. 


As it is, the roster of heroes in FRLKDGM FORCE, which change.s 
over time, is dearly influenced and informed by some of Alarvd’s classic 
do-gooders. Minute Man is dearly a goody-goody Captain America 
type, who will even Iiave his own Rick Joncs-sttie sidekick. Manbot 
conjures up shades of Iron Man. Law and Order immediatdv cal! to 
mind Cloak and Dagger, two of Marvel's more intricate characters. Parr 
of the game’s reward mechanism is that as you play ftirther into the 
game, you gain .tccess to more and more heroes. ..as well as dilTcreni 
heroes’ histories. 

The game unravels a key mystery. All over New York, ordinarv peo- 
ple, including the game’s main chanicters, are turning into superheroes 
and superviilains. Why is it happening? Who’s causing it? And how do 
you stop them? 


Come and Get It! 

The action in F'RHHDOiM FORCE plays out a lot like X-COM. .As 
various wannabe world conquerors attack the planet, vou scramble to 
assemble teams of superheroes to take them on. Once vou intercept the 
superviilains, you enter combat mode— the core of the game. 

Much like the recent FINAL FANTASY games, combat is phased real 
time, meaning that each chameter has a certain amount of time for vou 
to give him or her orders. The characters’ action points determine the 




• COMPUTER GAMINS WORtD 



number of moves niid attacks tliey can perform in a “turn,” as \\ ell as bow fast they perlbrm 
them. As vou issue a command tlie game pauses automatically, then resumes combat when 
voii’rc finished. The designers are hoping that this will keep the player from being over- 
whelmed. Unfortunately, it could also slow down and weaken the thrill of combat. 

In true comic style, heroes can fly, make superleaps, even throw cans and buses at each 
other. Also in homage to tlie old-schoo! comics, some enemy characters ts ill let you know 
what thev’rc going to do before they do it. So an enemy might announce his intentions to 
crush vou with a car, leaving you time (if you stashed some action points) to dodge the attack. 
l')uring combat, heroes can be knocked down, stunned, knocked unconscious, or get thrown 
into — and occasionally destroy — buildings. 

Much like X-C()M, a big part of the action consists of achieving mi.ssion objeciivcs. In one 
mission, for example, you have to save the cin- fi'om giant ants. But you also have to make sure 
that no innocent bystanders and police officers arc hurt. 

The real wild card in FREEDOM FORCE is how well Irrational is able to load what could be 
laiiiv straightforward gaming action with the over-the-top altitude and ,snie of classic comics. 
Destrovabie environments, characters announcing their attacks, and even being able to select 
insults to hurl at each other definitelv represents a step in the right direction. The game’s settings 



What Diabolical 
Scheme Is 
Afoot Here? 

Believe it or not, only one superhero 
game [that wasn't by Acclaim) has 
made it to the PC In the last 10 years. 
Here are some noticeable non-starts 
that promised much, but ultimately 
delivered nothing at all. 

Champions (Hero Software] - Debuting 
on the cover of the April 1992 Issue of 
Computer Gaming World, It promised to 
locus on the psy- 
chological drama 
and story elements 
of the graphic sto- 
rytelling art found 
in comic books.” 

Ironically, that arti- 
cle featured a 
sidebar on the 
sparse history of comic book-oriented 
computer games. 

indestructibles (Bullfrog] - One of Peter 
Molyneaux's brainchllds. A handful of 
journalists were able to get a glimpse at 
the 1995 Electronic Entertainment Expo. 
We saw a MAGIC CARPET-based engine 
and heard Peter talk about heroes who 
could heave telephone poles and build- 
ings at each other. When Molyneaux left 
Bullfrog, the game did, too. Gamers can 
only pray that after BLACK & WHITE, he 
revisits the project 

Agents of Justice (Microprose] - Put 
simply, it was superheroes meets 
X-COM. When MicroProse started 
fading, AOJ left the building, much to 
many gamers' dismay. 

The single game released? Legend's 
SUPERHERO LEAGUE OF HOBOKEN, by 
legendary adventure 
game designer Steve 
Meretzky.The game 
received high praise In 
the October 1994 Issue 
ofCGW. 







Real Time Space ’ 
Station Construction 


• First Person 
Combat 



coming spring 2001 


enter the "Dark Ore" CONTEST at; 

www.raylogic.com 


Windows 

^ 98/2K 

‘li-Si.HiKJt- Required 

ttio Raylogic s)rnibol and Iho R.iylog<c name aio legislocd trademarits ol ShoLodgo, Inc. 
All graphics, text and games Oepleted arD©2000. Microsolt, Windows, and trie Windows logo 
are registered tradomarlis ol the MicrosoR Corporation All rights reserved. 



PlEASB, HAMMER-; DON'T HURTME! 


supeiheToes 


u, Its Cover... Mot Even a Comic Book 

CanH Judge a =Sr^-£=S; 


i 

jaaxleninou.nv.a™ness m k, 

,d ihan e«.r-<Ba ' .gift 

Jtkiet. gTaVsca'a- a g.g.aftexistanvmoia- 

,e,y paint kas an n P ^t 

■man. put gauisull . i bipartisan intat- 

,.Uaiataiand,«ate,s,s«i,aatt«^^^P^^^^ 

iretatian and iitigatian. ^ j g. Had mast 

bi„.,.wa.tasusp.c2-;;;';™;..,„a,bi„k. 

impartant, wa ata '” „ia,, and fareign 

Whan its appliad ™ ^ 

atiaits, analng mn a .j ^ -ft) journaiis 

,„™a,d.B»t«kan^^ 
envUonment, and politic ... 


-r.r.'.“=Scr 

into the "'1’"'“' b,. at of nnalaai wat and tlia 

tbatimns.tltavvaeiaa-saaiv. 

Hataas ai MigM and ,a.„„ibal da- 

Entat tha aamia sapal^ a .apitai- 

gandats witli supatpa aalvtWng tkat 'a 

lm,tkak.a.iaandtaa. da ^ 

-tight- With tka aasad tha 

cnnaantianai tabs and .^.aa.ad us. 

Unitad Status tram . , But than again, isn t 

„„.saii.hig"i=tagi'^“;;;,;.l„d 

mast madia? As |igMa„ed-bath nca- 

bacuma mate and ° aamias and tha 

“"‘'""’“"isxrgai 


ftaditianaiDCaamiastatma.,-^;;*-; 

i„,imata«am=.u^«--^ 

fts tha walld a*g="“ ..mi., haaama mara 

campiiaated m j mstaphysiaai. This 

=rrrr:!:^- , 

■Cd-.»--k'-kudattkasut.aain.tut.a. 

tba snpa.ks.aas- f„x- X-mn. 

G,»en tha snccass g .igg,, m tka sama 

„,,,aiisa«pa.iancing a ^ 
time, tka Jipgd.aut snap apsta-style 


Retro Nouveau 

All of Irracioiurs ideas, while promising, 
underscore one \'ery big reason wliy comic- 
themed games haven't been developed up until 
now. iliiilding such a game is incredibly chal- 
lenging, as \'ou ha\'c to successfully balance 
several diverse elements. Yon have to nail down 
the gameplay, which is decidedly conerece, while 
at the same time capture the proper tone, look, 
and feel of comic books — which by their very 
panel-oriented nature, .ire abstr.icc, FRblilKYM 
FOKCIH has to get its arms around something 
many computer games can't; an engaging, 
twi-sting storyline. Ac the same time, it can’t let 
the action get redundant. And it lr.i5 to honor 
an era and a genre whose time is past, while at 
the same time .spooling it and creating tension 
and exciccmeiu. Otherwise, it won’t be a comic 
book game, just a game with a comic book 
theme. There’,s a big difference. 

A big part of the last dec.uie involved retro 
and nostalgia. The newfound appeal of comics 
is an extension of the desire to remini.sce about 
simpler timc.s by embracing the pist and 
making it new. When we were young, 
a pair of new sneakers could make us run laster 
and jump higher; we compensate by buying 
S140 Nikes with real springs. Likewise, we 
compensate for the .simpler pleasures of the 
comic books of yesteryear with computer 
games. In many ways, FRELHOM FORCIE 
completes the circle. 

‘nuffsaid. K'I'.V 


al.so add to the oserai! \'ibe: Missions will take 
place at the Empire State Building, Central Park, 
and Libert)’ Island. But this sirategs' game will 
need a lot more along dicse lines to fully capture 
that particular vibe of fast-p.Ked action, humor, 
and tension comics fons remember so well. 
CliKse-iip reaction shots of bystanders and villains 
during combat, plot-ads ancing scripted events 
mid-mission, and interweas’ing and oscrlnpping 
missions will ensure tliat the game maintains a 
stead)’, intriguing pace. 

Choose Your Own Comics 

One of the instantly noticeable absences in 
FREEDOM Force is die lack of any otlicial 
comic license whatsoever. Ixvinc explains this 
awav with die argument that a license iiliimatcly 
proves creatively and tinancially re.strictivc. FIc’s 
right — given how modernized and loaded \sith 


history most sujX'rheroes are these tla)’s, 
using die X-Men or die Fantastic Four would 
prove tricky. Still, a Marvel license would 
li.ive undoubtedly given the game some 
extra exposure. 

It’s probably better this w’a)’, tlioiigli, because 
gamers will be able to personalize these charac- 
ters. We’ll also lx able to create our own, or re- 
create our favorite supcrlicriKS and villains using 
F'lU-lEDOM force’s character and mission 
designer in conjunction with mnlripla)'er action. 
Imagine re-creating iMarvel’s Si-cirt IFurr series 
with your friends — you’ll even be able to set 
specific goals within die missions you design. 

One touch m-inv old-sehool comic fans would 
appreciate is a Marvel Team Up of sorts. If the 
de.sigiicrs could generate random missions using 
random teams of heroes, it would e.xtend the life 
ofFRHHDOM FORCI- in a big way. How about 


CBMPUTtR GIIMIWG WORLD ♦ cgw.gameipol.i 





Visit www.esrb.org 
orcalll-BflO-771-3772 
for more info. 

ESRB 










Baldur’s 


Shadnw.s Of Amn 


Make Some of the Toughest IMnnsters Whimper Before You by Thierry lUguyen 


T here are mam' monsters to 
eiioose from. But the tlii'ee 
that cause the most 
headaches are the dragons, the 
mind flayers, and the liches. 
Vampires mat- be pretty bad, but 
once you know about things like 
Negative Plane Protection and 
weapons with bonus against 
undead, you’re fine. Beholders just 
need either strong magic resis- 
tances, or someone wearing a 
Ciioak Of xMirronng. Those other 
monsters, though, require specific 
tactics. Learn and love these tips, 
and you’ll be able to take down 
monsters that make most “heroes” 
flinch uncontrollably. 



Dragon-Thwacker 

■ If you haven't yet, check out last month’s issue for a primer on what protective spells 
you should set before battle. No matter which dragon you fight, you’ll need all the 
help/boost you can get. Depending on the dragon, a Protection spell would be useful also; 
red calls for fire, black calls for acid, and silver calls for cold. 

With one exception, you 
always get the initiative. Only 
one dragon will attack you 
first; the others will attack 
only after you've insulted 
them, or they’ll wait for you to 
attack first. Use this: Place 
your melee attackers around 
the dragon while it's still non- 
hostile. Not only will you get 
to deal the first blow, but 
you'll also minimize the dam- 
age from the powerful Wing 
Buffet attack, as it'll first have 
to physically turn to face 
someone, and it'll probably 

hit only one person instead of your entire party, since you're spread out. 

While the fighters pound on the dragon, the mages can use a few Lower 
Resistances, and then follow up with direct-damage spells such as Magic 
Missile. Or, if you're feeling lucky, you can try casting an instant-death spell 
(like Finger Of Death) and hope that the dragon fails the saving throw. 


FAIR FIGHT Get the drop sn 
a dragon by surrounding it 
while It still thinks you just 
want to talk to it 


Lick the Lich 

■ Liches are the ultimate spell- 
casters. They're also undead. First, 
send a "sacrificial iamb" (a fighter 
buffed up to the max with spelts 
and items to boost magic resis- 
lance/saving throws) to absorb the 
initial spell attack (usually Tima 
Stop followed by several death 
spells). Then, have your mages tear 
down the tich's magical defenses 
and let your fighters pound on it. if 
you happen to wield the Oaystar 
longsword, use its Sunray ability. 

For the one demilich, you're 
going to have to pray. The design- 
ers at Bioware recommend 
sending in a buffed-up paladin 


Flaying of the Mind 

■ Iliitliids (a.k.a. Mind Flayers) seem 
CO be grossly unfair, as not only do 
rhey instantly conflise and dominate 
you w'ith clicir psionic blasts, but tlicy 
also can “suck your brains.” Meaning 
that if they phssically hit you, you ha\e 
about nvo turns before yon suddenly 
collapse dead, unless you kill them. 

Fortunately, two citings will help 
)'ou prevail; strong lighters, and the 
priest spell Chaotic Command. 
Chaotic Command grants complete 
immunity to any mind effects an 
enemy will rhrotv' at you. You’ll know 


about every illithid encounter ahead 
of time, so make sure to memorize a 
tew of these. The best thing to do is 
buff up your toughest fighters, ca.se 
this spell on them, and let ’em tear 
the illithids apart. With their psionic 
blasts nullified, illithids can’t really 
stand up to a burly fightcr-type smack- 
ing them repeatedly with a weapon, 
and even if one docs manage to start 
the brain-sucking process, your fight- 
ers’ mclec-mighc should kill it before it 
sucks you dry. 


(the Undead Hunter kit works 
best) wielding the Holy Avenger. 
I'd also recommend casting the 
level-five spell Immunity, and 
specifying "Abjuration" to counter 
the Imprisonment spell. Without a 
paladin, you'll need either *5 
weapons to even hit the demilich, 
or several Lower Resistances 
followed by some direct damage 
speils (Melf's Minute Meteors 
works well) to take it down. 



SUNNY DEADLIGHT Try Eii 
pnesi spell Sunrsy or Daystai's 
Suiuay ability in we,nkeii, or 
perhaps oiiliiglil destroy, a lief 


• COMPUTER CAMING WORIO 




Red Alert 2 


lips for Multiplayer Mayhem by Jason Kapalka 


W liilc RKl) ALERT 2 

h;\s shifted and tuned 
the game balance from 
earlier COMMAND & CONQUER 
titles, these strategies remain 
timeless. 

BUILD ORDER 

■ What to build first? A War Factory or 
another Refinery? Many RA2 players 
have a religiously codified build order 
they follow for maximum efficiency, and 
while few can agree on the single best 
formula, here’s a good place to start: 

Power Plant 

Barracks 

Refinery 

War Factory (+2 Harvesters) 

Airport/ Radar 

....Power Plant 

Refinery 

Battle Lab 

On a water map, you may want to build 
a Shipyard before you go for the Battle 
Lab, since it’s nearly impossible to do 
so later on if your opponent gains sea 
superiority. 


IT’S THE ECONOMY, STUPID 

I A lack of money Ml! cripple even the mosr brilliaiu general. The key is to get a good 
constant income without leaving yourself open to an early assault by building too many 
Uar\'esteni. To this end, most players favor building at least two Ore Refineries fairl\’ early 
on; if your only Refinery gets destroyed, you c.ui easily end up in a bind where you have 
to sell iocs of other buildings to get the cash needed to rebuild it. 

As for Harvc-sters, a ratio of 2.5 for every Refinery seems to work well — that is, with 
ts\-o Refineries, yon sliould have five Hars'csters out gathering resources. If your opponent 
tend to “turtle" (build massive Rise defenses), you may be better off attacking their 
Harvesters than making a full frontal assault. Once their income is shut down, you can 
overwhelm them with sheer numbers. Similarly, if you’re up against someone wlio preys 
on H.irvs, be sure to make extras and escort any Harvs heading into dangerous territory. 


THE FINAL COUNTDOWN 

■ A nasty Soviet strategv’ tor IJbyan 
players is to build multiple nemdition 
Trucks, then pack them together and 
hit them with the Iron Curtain. Drive 
the now imulncrable trucks into key 
locations in ttie enemy base. Your foe 
can do nothing but wait for the Iron 
Curtain to wear off, at wliich point the 
fireworks begin. 




AIRSTRIKE TACTICS 

■ In all cases, air attacks become much less 
effective once you lose the element of surprise 
and your opponent begins building serious 
anti-air. For this reason, keep your air units 
well to the back of your base, hopefully out 
of radar sight, until you’ve built up an over- 
whelming force — for the Allies, tliis means 
eight or more jets; for the Soviets, four or 
more Kirovs. Then make sure you take out 
the Construction Yard with your first sortie, 
or you can expect a storm of tlak on your 
next llvovcr. 


TIME TRUCKERS 

■ Allied players fond of Chrono Legionnaires may find it more 
useful to put them into IFVs than to let them run about on 
foot. Though they lose the ability to teleport while in an IFV, 
they become much tougher, and their weapon increases in 
effectiveness. Moreover, they can now maneuver around with- 
out the period of vulnerability their regular teleport entails. 


PARATROOPS FOR PENNY-PINCHERS 

■ When they're selecting their county in multiplayer, Allied 
gamers who aren’t planning on mounting massive air- 
strikes with the Korean Black Eagles should usually go for 
America, with its paratrooper assault. Even if you can’t use 
them to take out lightly defended enemy structures, it’s still 
$1 ,600 worth of free infantry every few minutes. Defensive 
players may prefer the French Grand Cannon, but it’s 
generally less effective than a network of two or three 
Prism Towers. 


CHROfiOIVAN 

■ Ifs very hard to get this super-elite Soviet unit, making it more of an Easter.egg 
than a viable strategy, but it's still pretty cool. You'll need to mind-control an Allied 
Spy using Yuri, then send the Spy into your opponent’s Tech Center. You’ll then be 
able to build the expensive Chrono Ivan unit, which sets time bombs like the regular 
•: Ivans, bul'has the added ability of being able.to teleport anywhere on the rnap, . . 
Needless to say, this can wreak havoc on undefended base interiors of fields of 
unescorted Harvesters. ■ 


HOTSHOTS 

Soviet V28 are best 
used at a distance on 
stationary targets 
like buildings. 





No One Lives 


■ You can’t kill everyone you see while you're sneak- 
ing into the facility in the third level of “Trouble in the 
Tropics,” but you can menace them. A few karate 
chops to those pesky alarm-sounding scientists will 
leave them literally cowering in fear for the duration 
of the level - they'll never hit the klaxon and you can 
move by them freely. 

■ Just because you can't blow your cover doesn’t 
mean you can't blow away bad guys. You can pre- 
vent alarms and clear out rooms by parking yourself 
in front of the alarm pads and mowing down guards 
that try to trigger the alarm behind you. Just make 
sure you and the resulting corpses aren't in front of 
a camera. 

■ Sniper rifles are great tools for scouting out areas 
ahead of you. If you do this a lot, make sure not to 
fire your last bullet, or the scope will be disabled. 

■ Kicking Armstrong's arse is tough, but not impossi- 
ble. Time your blows to hit just after he throws an 
uppercut, and jump into the air right before he 


punches the ground. Alternatively, you can jump on 
top of his head and smack away -- he won’t be able 
to lay a hand on you. 


I Barking Dog Tells You How to Beat Mission 7 


Save all the refugees without losing a single ship! 


■ The Beast Cruise Missiles will come in four. waves; each one 
larger than the last, and the last two escorted by Interceptors. 
The best way to save the refugees is to see as much of the area 
as possible, while fielding as many fighters as your support limit 
will allow. If you have lots of resources, dock your workers and 
keep them inside. Ramming Frigates are useless here. So while 
Hive Frigates can be micromanaged effectively for long-range 
intercepts, your best bet is to retire the iow- 
experience ones and keep the skilled captains 
close to the Kuun-Lan, set to Aggressive. 

To save all the refugee ships, you'll need six to 
eight Recons, spread around the edge of the 
level, to give yourself maximum targeting and 
interception time on the incoming Cruise Missiles. 

As soon as the imission starts, spread these 


' Recons across the level, Soon, you'll see the flight path the 
convoy ships are on, as they pass from slipgate to slipgate. Drive 
your command ship in a straight intercept to this flight line while 
building at least 30 Acolytes and 21 Recons. 

Separate the Acolytes into attack groups of five each, the 
Recons into groups of seven. These flight groups will act as your 
interceptor wings: Position them near the edges of the level, half 
high and half low, with more 
groups positioned towards 

I the slipgates. Leave only one 

group guarding the side you 
entered from, as you will 
have plenty of time to inter- 
cept any group that comes in 
on that attack vector. While 
the Recon groups have less 
^ firepower, they can get 

* somewhere in a hurry, and 

you should use them for 
emergency interceptors. 

if you do this, the first two 
waves should be relatively 
easy to deal with - but do 

^ not let your interceptor wings get pulled too far out of their 
initial guard positions, as the 3rd and 4th waves of Missiles 
are the most dangerous. The key to surviving these two 
waves is precise use of the Sensors Manager to distinguish 
Beast Escorts from the Cruise Missiles. The Missiles will 
continue to be the real threat, so ignore the escorts until 
the Cruise Missiles have been destroyed. The most danger- 
ous attacks will come from the general area of the exit slip- 
gate, so station three or four interceptor wings in the area. 

^ If you have any Sentinels, they should be set on Aggressive 

k ' and stationed here. 


• CDMPUTCR GAMING VIIDflLD 








RQllei:.C.flaslfiLlY£iMi 


Looking to Add EKcitement to Your Park? Use These lips From Game Designer Chris Sawyer 


SWAI.ailil£.£tliliQQ 


Multiplayer Team Tactics by llaphael Lifaeratore 




CDWPinER GAMING WflRLD » cgw.ganieapol. 


■ Use tunnels to make drops more 
exciting. A steep drop into a narrow 
tunnel can be much more thrilling 
than the same drop out in the open 
air. This applies to flumes as well as 
to coasters. 

■ Carefully combining two or more 
rides into the same area of land adds 
excitement to both rides. Look for 
ways to intertwine attractions. 

■ Let the guests see other rides 
while they’re on another. Run a log 
flume through the vertical loop of a 
roller coaster - imagine the log 
flume riders’ surprise when the roller 
coaster train roars through the loop 
and over their heads! 

■ Use the gentle rides, like monorail 
and miniature railway, to allow 
people to see the best bits of the 
park. This will make the ride more 
exciting and will also entice them 
onto the more thrilling rides later. 


■ In every multiplayer game, assign an element 
leader to each team for better coordination and 
supervision during team movement. The rest of 
the players should concentrate on searching and 
providing cover. 

There are two modes for room clearing: Stealth and 
Dynamic. Using Stealth Mode, a team stops at the 
door and stands ready. The first member of the team 
begins slicing the pie to search the room for sus- 
pects and/or hostages. Use the optiwand if needed. 

After the search, the assaulters step into the room, 
with the second and subsequent assaulters moving 
into the room in a button-hook fashion, peeling off left 
and right. Always have the rear assaulter “checking 
their six" (rear). Players should use the “Copy" and 
"Clear" keys for team communication. 

For Dynamic Mode, the Point of Entry (POE) is the 
point at which room clearing requires “Breach, Bang, 
and Clear.” The team quickly assembles in a stack at 
the POE, where the first player checks for locked doors. If the entry point 
requires an explosive breach to enter, the second assaulter moves to one 
side of the opening, while the rest of the team stacks on the other side. 
The second assaulter then breaches the door. Once breached, the first 
assaulter quickly tosses an NFD (flashbang) into the room, waits two 
seconds after detonation, then moves into the room - followed fay the rest 
of the team, each splitting right or left and covering their Point of View. 


IrVilh some roller ooasler types, careful use of the "head- 
chopper" illusion can spice up the ride. While this single-rail 
coaster has plenty of clearance, it doesn’t seem that v/ay to 
the guests. 


Try to Sirprise the riders. This wild-mouse-style coaster 
emerges from the dartt tunnel at high speed, rounds a 180- 
degiee bend in the bright sunlight, then plunges back into 
darkness. That's exciting. 


Clever use of theme and scenery can make even the most 
mundane ride exciting. This basic car tide is enhanced by the 
use of scenery, theme, variation in height, and tunnels. 


Build foatpalbs close to rides, or even better, a bridge across 
the ride at an exciting prnni. This gives strolling guests an up- 
close look at the ride in action, which may entice them onto 
the ride. 






1 









S Ct a r I J I Cl, e to 


Chapi\el 


GOD OF DEATH 


offers the power of destruction 
and carnage. 


I gm Cb^i'nel, the Go4 ofStHfe, Loi'ci ofShuqhteYj Mgster 
of Death, where there fepain,; I am. Where^there is 
suffei'ing, I flourish. Without coiaflict, vvfthout struggle, 
without me to hate, who would have cause to call 
themselves just;’ Only a fool would seek contentment in 
peace and tranquility. 

— charnel, God of Death 


5 a Cl . r J f f Cl e 



Youj* creatures need you! Cast .deadly spells Make a Sacnfice, secure your victory, your 

to aid them. God feeds well. 






THE ULTIMATE 5 Ct c. r i f f CL e 


The Holy Wai- is ovec. 

The Demons of Golodotbg have been banisbe4, yet the 
cost has been tefHbly nigh. The Creator, Gocl of the Fyllid, 
has been c!efeate4 an4 the faith of the people has begun to 
wane. Petty squabbles among the five remaining Go4s has 
cause4 the (an4 to split into five mystical territories - each 
at war with one another. Into this 4ivi4e4 I9n4 steps a 
wizar4, a man haunte4 by bis past, whose choices will shape 
the future. Which Go4 will he choose/ Will he sacrifice 
himself to change this worl4 for the better, or will what 
remains of this worl4 be sacrifice4 for one Go4's alone? 


"Best PC G^me of the Show. " 

- ECTS2000 

96 out of 100, "It's worth evety penny to pick up... Seriously, this is s game of the ye^r 
■ waiting to happen ane I highly lecommend it." 

— CameAcIclicts 

"Shiny is poise4 to do some serious damage to the conventional wisdom of what an R.TS is to be. 
Sacrifice rewrites the rules and promises to be a huge hit." 

— Gamers Pulse 

"Undoubtedly this is my choice for the stiaiegygame of the year for 2000. " 

— PC Paradox.com 

"Did someone say "Game of the Year!" 

— XLGamlng.com 

"Buy this game as soon as it is out! You will not regret it." 

— PC Monkey.com 

"An average user will be flinging spells and desecrating alters in minutes. " 

— Gamers Pulse 

'To sum it all up, this is a great game!" 

— Gamers Ed.com 

"I can't imagine a better game coming out this year..." 

—Jester.com 

TOP TEN HOLiPAY SEASON PiCKS: "Sacrifice may Just be the kick to the buttthat 
the strategy genre has been waiting for just as "Halfu^" was with the EPS scene. " 

— Sharky Games 


Featuring 
SCAPEX LEVEL EPITOP 
Ci-eate Single Playei- 
Campaigns an4 
Multiplayer Wor!4s 





www.sacrifice.net 



Animated Blood 
and Gore 

Animated Violence 

Esrie 



SACRIFICE.®?0(H). Shiny Eniort.-jinmwt Me Ail Rights Resorveo.. SaehT«e, inie 
Shiny sM the Sfiny logo nrfl tradsmarVs of Shiiiy 


iffiiay, mu interplay logo and 'By Gamers For Gamers’ are .trademarks of imerplay Entcriainmcnt Coro 
clticrcop^ghls and tf.idemarks are properly ol Itieir respeclivg;owners All Riglils Resorved 




■ While lime and money make it relatively easy to improve room scores through- 
out your home, even the most contented Sims have their room ratings plummet 
whenever they enter the bathroom. Why? Sims like rooms that are large, well lit, 
and complicated (i.e., not big squares). Since most players would rather buy stere- 
os and pinball machines for their game rooms instead of dumping high-end light- 
ing and art into enormous bathrooms, their scores suffer. 

But there is a quick fix-the severed head. Drop a human head in a jar right 
across from the toilet, have your Sims gaze upon it, and you'll never dread poopy- 
time again. 




I Four Ways to Beat the Toughest Missions 


T he Nuclear Dei'oinc mission is fairly challenging, partial 
iarly at the higher difliculty levels; it’s hard enough just 
getting your arms around the Empire you’ve inherited, 
let alojie meeting the game’s victory condition.^. 1-lere are four 
fiiflercnt wavs to win: 


SPIES 

■ You're going to need 16 Spies (at least) to successfully investigate 
every city's launch codes. Send them in non-stacked groups of two - 
in order to get every one of them in. Because the launch codes in the 
scenario reset every six turns, don't move one in until you've gotten all 
of them in position. 

NUCLEAR SUB DESTRUCTION 

■ This method is friggin’ hard, particularly since you have to explore 
the map first just to discover all the Vendikari subs. Negotiate with 
the Vendikari to obtain a map of their empire, even if it means giving 
up gold (but not nukes). Your best bet is to build a powerful Navy by 
stacking ships up. Remember, you have to destroy ad the subs in 
one turn, or you’ll probably lose the game. 


■ If you want to go the science and production route, use CTP 
2’s new goal'SettIng research feature to set your research goal 
to Nano Machines. This will take you via the shortest route to 
the Nanite Defuser Wonder. While the research is ongoing 
(boost your science as high as you can in the meantime by : 
developing the Internet and science*enhancing buildings), 
select one city and boost its production capacity to the max. I’d 
recommend Jauf-Alpha or Joos; just make sure you balance the 
unhappiness in those cities with an Arena, Shrine, and anything 
else you can build. Caution: You have to decide on this strategy 
^ early in the scenario, or you won't be abie to win this way. . 


OIPtOIVIACY 


■ Build the Empire State Building immediately - It will improve i 
your negotiating stance. From here, it’s a simple matter of 
using a friendly approach, advancements, and gold to get what . 
you want. One other strategy is to use the diplomatic approach 
as a decoy. It pays off to butter up the Vendikari while you v . 
work on the Nanite Wonder or your Spy network 

One other note; No maffer what path you pursue, don’t forget 
about the Kariss - if you can ally with them and persuade them 
fo harass the Vendikari, you’ll make your life a lot easier. 



Sacrifice 


Apocrypha: Shiny's Unrevealed Creatures by Tom Chick 



A t first glance, these tactics may seem like 
no-brainers, but since these critters aren’t 
covered in llie game manual, even the most 
accomplished wizard will benellt from studying the 
following breakdown. 


SliVIHG frSsty" 
^tos' Silvcrback is 
^ bear, pari eagle, 
and ail colil. 


Stratos 

■ Flying units are important in the initial race to grab neutral souls, 
because they're so fast. But since they're also frail, it's rarely a good 
idea to send them into battle without other troops supporting them. 
Since Stratos’ Frostwolves have the special ability of Speed, his 
wizards can assemble a group of Frostwolves and flying Brainiacs for 



JablierwDcky 
can kick up an 
earthquake. 


fast early rushes that won’t crumble under a missile attack. 

Stratos' undocumented creatures are the Yeti, a powerful melee 
fighter; and the Silverback, a frost-breathing bear/dragon with an area-effect freezing 
attack. The Silverback's Speed ability can. move it across the map faster than any of the other 
powerful units. 


Jnmes 

■ James' Earthfiings (and their undead counterpart. Charnel's Fallen) can camouflage them- 
selves to set up ambushes. When the Earthfiings assume rock form or the Fallen play dead, they 
remain that way until given new orders. Wait for unsuspecting enemies to pass, and then order 
them to attack. H you can coordinate this attack from behind with a frontal assault, the defender 
may not, even realize it's being attacked with missile weapons. Note that while Earthfiings are in 


rock form, andf Fallen are playing dead, they’tl still give you a lirie of sight;-;.so you.cari use them 


as invulnerable .observation posts around 'the. map. 


James' undocumented creatures are the Jabberwocky and the Rhinok, The Jabberwocky disrupts enemies with a miniature earthquake, 


and the Rhinok has an area-effect spike attack. It can also summon a halo of rocks that will automatically attack enemies from a distance. 



■■ FIREWALK WITH ME Tt« WatmongeT"’ 
hat gi<q ffttnMeL. .wS deonatfr/lDu. 

Pyro 

■ Pyro’s Warmonger is one of the best missile units in the game because it V. 
doesn’t miss, its shots are instantaneous, and it has a high rate of fire. The . . 

Warmonger can use its Firewalk to lay an ambush or to teleport out of harm's 
way, Pyro's Phoenix is also an excellent missile unit, because its beams are . 
powerful and have such a long reach. 


Chamei 

Charnel’s units are good for hit-and-run 
attacks, since many of them cause poison dam- 
age that continues over time and prevents healing. 
Attack, and pull back for a little bit to minimize 
casualties and to let the damage on your enemy 
build up. 

Charnel’s ultimate (and undocumented) crea- 
tures are the soul-eating Hellmoulh and Styx. The 
latter is a ranged attacker who throws bombs and 
can eat friendly souls from a distance. Eating souls 


makes the Styx more powerful, but it's also a good 
way to keep your souls out of the enemy's hands, 
if you can't get close enough to retrieve them. The 
Hellmouth is Charnel’s most powerful unit. With a 
few souls in its belly, it can take on any other 
single unit in the game, Beware that soul eating is 
a one-way street: Eaten souls are lost forever, 
since you won’t get them back if the creature dies. 


Persephont; 

■ Persephoo^ Rangers can use their Divine Sight while exploring the map to 
sniff out neutral souls and enemy units. Summon a Scarab and order it to guard a 
group of Persephone’s rriore powerful creatures; the purring little bug's healing 
abilities will automatically sustain creatures in s^ght. 

One of Persephone's ultimate oreatures la the Ent, a alow but powerful guy . ... .. 

who can cast a Protector sj^ll for nearby units. Protector-shielded troops backed 
by a Scarab or two will prsysul in alrndat any battle, if they aren’t heavily outnumi^;; 
bered. Persephone’s Dragons have' Breath of Life^ which duplicates Charnel's 
Animate-spell, Keep the Dragon on a handy hot-key to quickly get dead units 
back into the fray. 


WALK IT OFF. SOLDIER PeisephiHie's Dragon has 
breath bad enough lo raise the dead. 





R^iSED, BY 




t 

Animated Violence 

Animated Blood 




Combat Flight Simulator 2 


Surviving the Pacific War by Loyd Case 


M icrosoft’s spiift' COMBAT FJJC.HT SIMULATOR 2 can be pretty lough, especially in some of the largei- missions. 
Here are a few iiints for surviving to fight another day, 


■ If you’re flying an American fighter, never 
ever try to out-turn the Japanese Zeros - 
it's sure suicide. 

Instead, since most U.S. fighters (except 
the F4F-4) have significantly more power 
than either of the Zero variants, use “zoom 
and boom.” Zoom in, try to rake the enemy, 
then zoom away - this will compensate for 
your lack of nimbleness. Conversely, if you 
are flying a Zero or George, try to get into a 
turning duel. 


% 


■ Although there are 
only four wingman 
commands, they offer 
a lot of flexibility. 

Using the “Split” 
command (the “S” 
key), you can spread 
out your formation. 

When your squadron 
is sufficiently spread 
out, give the attack 
order (“A" key). This 

enables you to perform a pincers attack on 
the enemy. 

■ If you're not into hyper-realism, pause 
occasionally and take a look around 
using the view keys. If you’re new to 
combat flight sims in general, this is a 


Use the “S" key to spread out your foimaUon. Then, 
when you Issue the "A" (attack) order, your squadron 
will attack from two different directions. 



Hit-and-run tactics are best for U.S. fighters. Use your superior power to 
charge a Zero, shoot like mad, then speed away, don't get into furtaalls - 
a Zero's better maneuverability will send you on an express trip to the 
hard, hard ground. 


great way to gradually develop situation- 
al awareness. Over time, you'll get a 
feel for the ebb and flow of combat, 
and you’ll “know” the relative location 
of friendlies and enemies, even when 
they're not visible. 

Finally, read the manual. No, really! The 
manual for COMBAT FLIGHT SIMULATOR 
2 has some excellent suggestions for 
tactics in a variety of circumstances. 



Load Out for Winners by Tom Price 


Metal GeaLSolid 


Icing Liquid Snake by Alex Handy 


I Your final confrontation with Liquid Snake may feel a bit like a Fr/day the 13th movie - no matter what you do, it still 
seems to come back for more. Initially, you’ll have to defeat Liquid in Metal Gear itself. Get in close and wait for Liquid 
to use Metal Gear’s lasers and machine guns. Once it does, hit the radar pod on Metal Gear’s left shoulder with your 
stinger missiles (you don’t need a lock to fire). After you’ve destroyed the radar pod, attack the nose cone. Stay as 
close to Metal Gear as possible, as there’s no way to dodge the rockets Liquid fires at you. After you’ve defeated Metal 
Gear, you’ll still have to face Liquid twice more, but without the mech he’s not quite so tough as Jason Voorhees. 


C RIMSON 

SKiLS offers 
you quite a 
few options in planes 
and weapon load-outs 
in order to successful' 
ly complete each mis- 
sion. While .some of 
the rockets and ammo 
types do .some gcc- 
whizzy-lype things, 
you really need only a 
few basic options to 
defeat anv foe. 


■ It's all about the explosive rounds. They 
damage armor and plane interiors equally, 
and they can be quite devastating on ground 
targets. You might want to pack some lower 
caliber dum-dums to finish off wounded 
planes, so as not to use up valuable explo- 
sive rounds. 


— — 


PICKING YOUR POISON Default toad-outs are for sissies. 

Slock up on the right weapons, and your enemy is as good as dead. 


Rockets 

■ Sure, the beepers and seekers and chokers have cute names and even cuter functions, but you 
really need to concentrate on only three kinds of rockets to complete 99 percent of your mission 
objectives. Flak rockets are the best air-to-air weapons in the game, sending burning metal out in all 
directions upon explosion, and virtually tearing other planes to shreds. For ground targets, stick to the 
high explosive rockets for maximum damage. If it’s an air ship you want to sink, nothing gets it done 
faster than the aerial torpedo. 





® 3 extensve carnpaigns with' well bver 1 DO' 
‘ mission aims , ^ 

® At least IQti hdufe.gfSingl^layir action 


® Each stilpjna^.nypr An different Pnits.£;fl4*-J'- 
- - structures i. ' : ' 


® Easy-to-use map editor for creating your 
Owq campaigns 

® Over 25 l^ultiplayer maps for'|-AN, 

Internet ahd EprthNet | 


PC CaAMSRS' EDITOR'S CHOICE AWARD, ID/EDOD 


STRATEGY GAME OF THE YEAR, 2DD0 


O 2QQ0 TLC 
Entertainment 
Properties LLC. 
All rights reserved. 











•aving 
problems 
.scoring in 


me Puck in the Net by Jeff Lackey 


Getting 


EA Sports’s NHL 
2001? Here’rc a 
fcv\' tips kj help 
you slip the puck, 
past the AI goalie, 


. ■ Slide the AI goalie • 
slider to the left 
before each game. 

Even with the boost 
lowered, the effect is 
subtle: According to 
EA, this slider affects how 
likely the goalie is to mis- 
judge a shot, and is most 
notable when you take a 
shot at the 5-hole or corners 
with a big shooter when 
he’s all alone. 


■ Wait a second when firing 
off a one-timer: You'll often 
catch the goalie sprawling 
and can flip it into an 
upper corner of the net, if 
you’re using manual aim. 

■ Set your strategy to 


“Crash the Net" and then 
use the Deflection but- 
ton, which aims your shot 
at a teammate near the 
goal who will attempt to 
redirect it past the 
goalie. 


Space E m oi r e s i y 


Defending Your Space by Bruce 


■ Because movement from system to system in SPACE 
EMPIRES IV is allowed only through warp points, these 
become the focus of defense when you're protecting your 
empire from enemy incursions, The most effective defense is 
based on a combination of mines and guardian fleets. Lay a 
heavy minefield on the warp point in the neighboring system 
leading into the system you want to defend, and place a space 
fleet on the warp point inside your own system. Then, when an 
enemy fleet strikes your mines, you’ll not only be alerted to 
their presence, but you’ll possibly be able to jump through the 
warp point on your turn and attack their damaged ships. Keep 
a minelayer in your guardian fleet to replace detonated mines. 


Zeus: Master of Qlvmpus 


Building a City for the Ages by Tom Price 


■ The early years of a city’s inception can be the toughest, with or without the grace of the gods. 
Finding the balance between a prospering economy and providing a hygienic and safe haven for 
new immigrants is one of the keys to succeeding at ZEUS, What often happens, though, is that 
you have a lot of open jobs and not enough people to fill them. That may seem like a minor 
problem, but when your farms are producing plenty of food - and your people are starving 
because there’s no one to distribute the goods - you have a major problem. Solution: the work- 
force allocation screen, a handy little tool for directing your workforce, 

Put more people on Husbandry until harvest time, then temporarily switch all those people over 
to Storage And Distribution so that food can find its way to citizens, if you're building a temple, 
throw your workforce into Industry and Storage And Distribution so that the raw materials can get 
to the building site quicker. You might want to stockpile some food first. Just remember to redis- 
tribute your workforce once you’re done dealing with the imminent issue. 


■B 







YOU’RE A RETIRED SPECIAL FORCES AGENT SINGLE-HANDEDLY TAKING ON AN ARMY OF TERRORISTS. 

THE AWARD-WINNING CONSOLE GAME COMES TO LIFE ON THE PC WITH IMPROVED GRAPHICS 
AND OPTIONAL FIRST-PERSON PLAY MODE. PLUS, IT NOW INCLUDES OVER 300 VIRTUAL REALITY 
TRAINING MISSIONS TO HONE YOUR SKILLS AS SNAKE, DR EVEN PLAY AS THE NINJA. 


www.mgspc.com 

Metal Gear Solid" and Konami'- are registered trademarks of KonamI Co.. Ltd. Metal Gear Solid VR Missions is a trademark ol KonamI Co.. Ltd, 
£) 2000 MIcrosolt Corporation. All rights reserved. MIcrosolt is a registered trademark ol Microsoft Corporation. 









ufTi' 

1 1 j 








Tony Hawk Em-S l ala U 


Making Your Sidewinder Work for You by Aiex Handy 



A: Flip. 

This button executes a flip trick; that is, 
spinning the board independently of your 
body. Kickflips, heelflips, and varials are 
all executed with this button. To do a flip 
trick, jump and press A along with a 
direction on the D-pad. 


B: Jump. 

Hold it down to charge, let go to jump. Most good 
players keep this button depressed whenever 
they’re skating around on the ground. 


C: Grab. 

C grabs your board for any one of 
thousands of different tricks. Tricks 
such as Japan Air, Madonna, and 
the Benihana are done with this 
button. Use it the same way you use 
the flip button. The only difference is 
that you'll hold onto the board for as 
long as you hold onto the button, so 
be sure to let go before you land. 
The longer you hold a trick, the more 
points you'll get. 


T ony hawk. 2 rules, but the 
manual sucks. Here’s what 
your Sidewinder gamepad 
buttons do. 


Y: Grind. 

This is the button for your lip tricks. To use, jump 
near a rail, edge, or lip. Then press Y as you’re 
landing near or on the surface you wish to grind. 
Once you’ve started grinding, you can let go of 
this button. To do a lip trick, such as a handplant, 
press Y and any direction on the D-pad as you 
come to the top of a ramp or halfpipe. 


X, Z, L, and R: Spin. 

These buttons {L and R being the 
shoulder buttons) spin you in 
whichever direction the button is 
facing. X and L spin you counter- 
clockwise, Z and R spin you clock- 
wise. You can usually spin faster 
with these buttons than you can 
with the D-pad, but when you pull 
a 540 using only the D-pad, you'll 
get more points than you will using I 
these buttons. Also, these buttons 
will switch your stance if you’re; . 
facing the wrong way. (i.s., goofy 
foot or regular foot). ■' 


Sho gun Total War 


Han’t Get Burned by Bridges by Raphael Liheratore 


Bridge Crossing 101 

■ River crossings require detailed planning, proper troop alloca- options to keep those pesky bodies of water from stunting your 

tion, and persistence at the point of attack. Here're a couple of growing empire. 


Quickly send your heavily armored units like Naginata and 
Cavalry In "Loose'' formation across the bridge to establish a 
foothold on the other side. Support their efforts with missile 
fire by positioning archers along the riverbank. Bring them as 
close to the bridge as possible, and use the "Fire at Will” 
command. Once your Army successfully establishes a foothold | 
on the other side, order them to “Hold Position” and quickly 
move the rest of your army across the river without creating 
bottlenecks on the bridge. 


Another tactic involves moving your archers close to the 
bridge while sending Yari Ashlgaru across the river. This 
draws the enemy near the bridge so you can weaken them 
with an archer assault. The archers lined up on the right 
bank have already piled up a serious heap of enemy bodies 
on the other side. Now that the enemy Is weakened, the red 
army can send the rest of their troops across the bridge to 
finish them off. 




- il., -fr.l ... 


GAMINE WOIIH » cgw.gimi 



•Computer Games 





'The best singie-ptayer 
shooter of the yean " 

— Computer Gaming World 


’One of the best 
PC games of the yean 

^ — Daily Radar 


Cate Archer is The 


A brilliant adventure stylishly blending espionage, action 
and humor set in the late ' 60 s. 




Developed by: 


MOHOUTH 


WWW. noonelivesforever. com 


a 


Mild Language 
Animated Violence 
Comic Mischief 


TM &02000Twsniieih Century PQx Rim Cwporaiion. Wintiowsisa reglsterect IraUsmartt ol Microsolt Corporation In the US artd/or i 


' counirles. The ratings logo is a trademark ol the Interactive DIgilal Software Assodallon. 






MechWarrior 4: Vengeance 


Multiplayer Mech Mechanics by Bruce Geryk 


Keep Moving 

• . ■ This is probably the first piece of advice you’ll be given by . . 
veteran mechwarriors, and it's the first tip mentioned in the game 
manual. So why are we repeating it here? Because it's, so damn 
important, that's whyl A stationary mech gives missiles a chance to 
lock. on and will draw fire from' everyone. Learning to shoot accu- 
^ rately.'on the move is something you. can.'t learn by reading this 
rnagazine, though, so ybu’d baitef get practicing; ■ 


Be a Sharpshooter 

■ When you're shooting weapons other than missiles, aim 
for the same spot on your target each time. Spreading 
damage around just keeps the enemy alive longer, If you hit a 
leg. on your first shot, aim for the leg again until it's gone. Pay 
attention to the target-damage indicator on your HUD. 


M ultiplayer MECHWARRIOR is the ultimate 

test of both your mech design skills and your 
piloting prowess. When venturing into tliat 
jungle, use the.se tips to increase your life expectancy. 


Choose an Appropriate Mech 

■ Match your machine to your playing style. Quick, agile 
mechs are ideal tools for the skilled pilot who can put these 
advantages to good use on the battlefield. If you’re just a 
beginner, though, you’ll find this kind of mech less a help 
than a hindrance. A slow, stable mech with some long-range 
missiles allows a newcomer to stand back and deal damage 
from afar. 


Choose Appropriate Weapons 

■ Weapons like the gauss rifle may cause a lot of damage, 
but the long recharge time (and limited ammo) means you 
need to make every shot count. For beginners who have a 
tendency to miss their shots a good portion of the time, auto- 
cannons or machine gun arrays are a better choice, although 
they do far less damage. 

When playing games like Attrition that reward not only kills but 
! also damage you've inflicted, make sure to take some rriissites 
along. Missiles cause splash damage - inflicting damage not only 
to the target they hit, but to adjacent areas as well. This 
translates to more points. 





Use Your Jump Jets, if You Have Them 

■ Jump jets can get you out of tight spots very quickly, 
When you're using them, make sure you have a place to 
escape to, such as over a nearby ridge or to the other 
side of a building. But an airborne mech makes an invit- 
ing target - so don’t fly any longer than necessary in 
order to escape the threat. 



■ In urban environments. Jump jets can, be, used to make 
a particularly sneaky kind of attack. If you have a target 
that lies between you and a building, mn directly at it, 
firing all your weapons. Then, just as you' reach it, en- • • 
gage your jump jets and fly right over the building to ' 
safety. Just be careful to check your radar and make 
sure there’s not a nasty surprise waiting for you on the 
.'other side, 



COMPUTER 

GAMING 

WORLD 

CGUPs Special 

200th Issue 

20 years of gaming’s 
greatest moments, fmm UtHMA 
to PAC-MAN to THE St MS 

■ Over 50 classic games 
and demos on the CD, 
including the world 
premiere of ONI! 


■ The Top 10 games of all 
time 


■ Amazing tales from the 
early days of PC gaming 


■ A commemorative 
reprint of CGW#1 from 
1981 

Don’t miss it! On newsstands 

February 6th 







ANIMATED VIOLENCE 


For information on this product's 
rating, please call 1-800-771-3772 




(£>2000 Bectranic Aits Inc. Command & Conquer, Red Alert and WesMvod Studios are 
trademarks or registered trademarks of Bectronlc Arts Inc. in the U.S. and/or other countries. 
Al rights resetved. WesMood Studios”' is an Bectronic Arts™ brand. 


Sif 

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RUAFIY 


REVIEWS 


R eaders often ask us how we decide on the star rating for each game we review, The exact wording may 
be more like “What brand of crack were you guys at CGW smoking when you gave MY FAVORITE 
GAME only two stars?" Some assume that it is entirely up to the discretion of the reviewer. Others think 
that we give out star ratings based on secret agendas or out of personal favoritism (or disfavoritism, as the 
case may be). But in reality, we have a well-established and highly refined method for determining the final 
star rating of every game reviewed in the pages of CGW, and no, it doesn't involve a dart board. 

Eve^ month, once the deadline has passed and all the reviews are in (two events that rarely occur on the 
same day), the editors gather in the star chamber - er, I mean, 1 2th*floor conference room - with printed 
versions of the reviews they assigned that issue. They discuss, debate, argue, cajole, insult, weep, and ulti- 
mately agree upon a star rating for each game. Aside from the editors, the only other attendee at the ratings 
meeting is the CGIV gnome (issue #1 88, pg. 73). The gnome is kind of like a mascot to us, and no rating 
can be finalized without the editor of the review ceremonially “blowing the gnome." You know, like a horn. 

Get your mind out of the gutter. 

For each review, we first consider the rating suggested by the reviewer. Some reviewers are notoriously 
harsh, others a bit too easy, so we have to take that into consideration. The editor of the review reads a few 
passages that outline the main pros and cons, and those are bandied about, with all considerations made for 
the game's context historically and within the genre. We also take our person^ experiences playing the game 
into account. And then, in what can be described as a miracle second only to the Immaculate Conception, we 
seven editors and one very tired gnome come to an agreed-upon conclusion. 

So the next time you want to accuse us of wrong-headedness, ignorance, or just plain stupidity because 
you disagree with a particular star rating, keep in mind that a lot of time and effort goes into giving these 
games their due consideration. That’s our job, after all. And if we make a huge mistake, we can always blame 
it on the gnome. -Tom Price 


'.I 


FEBRUARY 

REVIEWS 

GAME 

RATING 

4X4 Evolution 

★★★★★ 

Delta Force 3 

•k-k-k-kit 

Devil Inside 

kkkkk 

FIFA 2001 

kkkkk 

Gunman Chronicles 

kkkkk 

Jetfighter 4 

kkkkk 

Links 2001 

kkkk'k 

Sacrifice 

* * * A V 

Space Empires IV 

kkkkk 

Sudden Strike 

kkkkk 

Tony Hawk Pro Skater 2 

kkkkk 

Wizards and Warriors 

kkkkk 

Zeus 

kkkkk 





THE CGW 
GNOME 




HOW DO WE RATEP We review only finished games - no betas, no patches. 


1 



Outstanding The rare game 
that (letsjt 


*1 

Very Good Worthy of your 
time and money, b]M|ir|j^ 
drawbacks. r * * 


I Average Etdter an andMious - : 
i design or just 

■ *’* ■ 




¥ “ 'i 

Iteak Setiousl|Wcldnam play , Abysm 
ifue, poorly conaiM,' just ' Vgetsital 


; Abysmal l^e rare game that 
' gets it all wrong, f^thettc. 
Coaster matertaL 




* iit • 


2/2001 




SPOTLIGHT REVIEW: ESCAPE EROM MONKEY ISLANO 


LucasArts makes a good adventure, but it lacks that certain monkey magic 

fflarred Monkey Woio 



W hen it comes to franchises, you need to know when to end 
them, otherwise you end up with something more akin to 
Police Academif than to, say, the Indiana Jones trilogy. 

Thankfully, ESCAPE FROM MONKEY 
ISLAND (EMI) hasn't crossed the border 
into rampant mediocrity, but it’s getting 
there. While it possesses the brain- 
expanding puzzles and the zany, madcap humor of the previous 
games, there're some problems that blemish it overall. One of these 
is the unquantifiable sensation that it lacks the “magic touch” of other 
LucasArts adventures. 


reviewed by Thierry Nguyen 


CGW RATED 


nequirenients: Penlium 200. 32MB BAM. 4X CD-ROM. 1DDMB lianl drive sgace. 3D rranl. DlreclX-conipatllile sound card. 

Recommended Rep'ireiDeHte: Peiniuni-II 268, 64MB RAM. t20flMB had drive specs, BX CD-ROM. 

3D Support: DireclSD or OpenGL Multiplayer Support: None 


Publisher/Developsr; LucasArts • $40 * www.lucasarts.com 

ESRB Rating: Teen (13-I-); comic mischief, suggestive themes, use ol tobacco and alcohol. 


ifs got the humor 
and gameptay 
expected from a 
MONKEY ISLANO 
game... 


...BUI leez, ease 
up on the seif* 
referential humor, 
fiddle with the 
controls, and fire 
the monkey who 
designed Monkey 
Kombat. 


Nothin’ Goes Right 

Picking up right after the all-too-brief ending ol CURSE OF 
MONKEY ISLAND, we return to Melee Island with Governor Elaine and 
her doofus-extraordinaire husband (and protagonist) Guybrush 
Threepwood. What starts as a simple task of "prevent demolition of 
house” soon spirals into a search for yet another mighty-voodoo- 
artifact-with-a-goofy-name, the Ultimate Insult. Along the way, 
Guybrush will have to deal with the suspiciously familiar Charles L. 
Charles and Australian 
land developer Ozzie 
Mandrill's attempted 
gentrification of the 
pirate-infested Tri- 
Island Area into a 
family-friendly environ- 
ment (think of 
Giuliani's New York, or 
what's been happen- 
ing in Las Vegas 
lately). Along the way, 


secrets are revealed, old friends are revisited, monkeys are sum- 
moned, and the game paves the way for another sequel. 

Following GRIM FANDANGO, EMI tears itself away from the con- 
fines of the two-dimensional screen and revels in the still fashionably 
hip 3rd dimension, Depending purely on personal preference, this is 
either a good or bad thing. Granted, the backgrounds are great; they 
maintain that sense of absurd beauty needed in a cartoon and are 
superb reinterpretations of nostalgia-filled locales in certain parts. 
While the backgrounds maintain the signature LucasArts greatness, 
the 3D characters are...different. They do a good job of using facial 
expressions and animated gestures to keep the cartoony feel, and 
fellow CGW editors think the characters are just dandy, but for some 
reason, they still make me feel like I’m watching some bizarre puppet 
show instead of an out-and-out cartoon. Again, it's a preference thing. 


Comedy's Dirtiest Dozen 

While the art is decidedly new and hip, the puzzles and gameplay 
hit you hard with their old-school sensibilities. It starts out pretty easy 
and newbie-friendly, but the puzzles eventually require you to start 
applying an odd mix of lateral thinking, a knack for remembering small- 







REVIEW 



ft* ^ 

1 

■ 

\ 1 


<- 

“tr- ' 










THAT CLERK GETS AROUND The voice- 
casting. jarring at times, is often on the mark. 

I swear that geeky clerk from the Simpsons is 
the clerk at this StarBuccaneers here. 



yet-important clues, and the patience to start randomly combining 
inventory items. A few of the puzzles leap straight into the “what the 
hell were the designers smoking?" category, but most of them simply 
require you to get into that adventurer gamer's mind-set of logical 
thinking and attention to detail. For example, to find a hidden stash of 
treasure, you'll need to act on an off-hand comment about Ozzie 
Mandrill's dislike of the way pirates smell, In yet another scavenger 
hunt, you need to remember a comment about drunken parrots. In 
contrast, there’s a great revision of the oft-loathed maze, and most of 
the puzzles on Jambalaya manage to fire up your synapses without 
making you pull out tufts of your own hair. 

Not only will you be flexing mental muscle, but you’ll be poking the 
of funny bone also. Like most comedy acts, there are quite a few hits 
and misses when it comes to the jokes. 

Yet when they hit. they hit hard, EMI 
wallows in sharp dialogue, pop-culture 
references, and plain ol' goofy, over-fhe- 
top shenanigans. Whether it's attending 
a Pirate Re-Education Class, or listening 
to the ravings of a surly figurehead, the 
game constantly reminds you that it's 
okay to laugh while you're gaming. Jokes 
even break the fourth wall (where the 
game directly addresses you, the gamer): 

A dart player in the Scumm Bar throws a 
dart at you and cracks your monitor, and 
at one point Guybrush cries in exaspera- 
tion, “My life seems to be a series of 
random puzzles!" The script is filled with 
a good mix of meta-game and traditional 
humor. 


of making sure Guybrush is in exactly the right spot to notice what 
he’s supposed to notice, I missed inventory items in a few locations 
simply because Guybrush wasn’t oriented the right way. He’d also 
sometimes randomly turn around and run in a direction different from 
where I’d intended, 1 expect wonky control problems with TOMB 
RAIDER, not with MONKEY ISLAND. 

Finally, there’s the problem of Monkey Kombat, 1 see the intention: 
Make a new and interesting puzzle that will cause gamers to remem- 
ber the game, while parodying MORTAL KOMBAT and other fighting 
games. But it ends up being a textbook example of “great idea, bad 
execution,'' Like Insult Swordfighting, it uses a scissors-paper-rock 
approach to victory. Too bad it also uses a nonsensical language and 
it’s completely randomized. Rather than apply any sense of logic or 
neurotransmitting firepower, 
you are completely bound to 
the confines of rote memo- 
rization and trial and error. 
It's an integral part of the 
game, yet it managed to 
foster a deep sense of 
apathy and boredom for me 
whenever I played it. 
Everyone who watched me 
engage in Monkey Kombat 
- adventure veteran and 
newbie - all commented on 
how this puzzle design com- 
pletely broke the pace of the 
game. Sorry designers, this 
is a losing scar instead of a 
winning streak. 



Rant in E-Minor 

Funny as it is, the humor has a serious 
problem: It’s too self-referential. The 
game uses way too many cameos and 
tells too many jokes that only veterans ^ 

will understand. Would anyone who HOLLYWOOD 

didn't play the original SECRET OF SPRINGER SKULL 

MONKEY ISLAND get Otis’ bit about ® B®*"® combines a 

, . L. .L • * • • r no.. character cameo, a joke 

having a breath mint in a )ail cell? Murray, a^out commercialism, ami i 

who stole the show in the previous slang from Jerry Springer, ' 

game, is reduced to a pointless and glori- one of them is bound to 
tied cameo; after a funny conversation, 
he serves no purpose other than to just 
be there. If you’re gonna bring back old friends, tie them into the 
game - as with Herman Toothrot and Meathook - rather than throw a 
few jokes in a vacuum and leave them be - like Carla and Otis. 

Also, the control scheme, expanded from GRIM FANDANGO, is 
very twitchy. It's improved with the use of textual cues, but it still has 
problems. You’d think there’d be no pixel-hunting when you’re using a 
mouseless interface, but now you have the problems of positioning - 



Too Much Monkey 
Business? 

ESCAPE FROM MONKEY 
ISLAND left me with mixed 
feelings. Aside from the 
Monkey Kombat, it’s an 
extremely solid adventure 
game. It has good puzzles 
and funny writing. But many 
of its jokes will simply fly 
over the heads of newbies 
not wholly familiar with the 
series. Gamers who’ve been 

with the series since the beginning will get a nagging feeling that 
something is missing, that it's not “up there" with games like the other 
MONKEY ISLANDS or GRIM FANDANGO, It’s well done, but an 
imperfect MONKEY ISLAND game. Let’s hope that the next game (as 
predicted by the ending and the characters) manages to end the 
series on a high note, rather than drive the name into mediocrity. 
Guybrush, and his legion of fans, deserve better. R'i'.'l 


cgn.ganiBipat.i 


• COMPUrER GAMINE MDRIO 






Out of left field and onto your hard drive 

Shiny’s Crazy Diamond 


I f there's one thing better than a good game, it's a good game 
that’s weird. And if there's one thing better than a good game 
that's weird, it's SACRIFICE, It's shot through with a vivid abandon 
that animates its artwork, gameplay, campaign structure, production 
design, sense of humor...even its manual. This is one of those in- 
stances of a developer capturing 
lightning in a bottle; it crackles and 
buzzes warmly with a rare magic. 


SACRIFICE 


reviewed by Tom Chick 


E 


Ridiculously Sublime 

On its most basic level, SACRIFICE is 
another real-time strategy (RTS)/action 
hybrid, a genre that goes back to Bull- 
frog's MAGIC CARPET and found its most advanced expression in 
Activision’s BATTLEZONE titles. In MAGIC CARPET, you have fantasy 
dragons and fireballs. In BATTLEZONE, you 
have sci-fi tanks and robots. But SACRIFICE is 
too bizarre to sit comfortably in any established 
style. In SACRIFICE, you have goggled gnomes 
with flamethrowers, and prancing, grinning 
clowns with machine guns. You have slurping 
mutants who sound like the Elephant Man and 
purring insectoid cat crabs. You have squat 
droidy things with spinning blades on their 
heads. You have bug-eyed dwarves with huge, 
floppy dog ears. You have spiders with heads 
slung under their bellies, and bulls made of 
rock and dirt. You have bugs and pestilence 
and slime and oil. You have giant malicious 



beanstalks, volcanoes, and spiraling sinkholes 100 yards across. And, 
yes, you have artillery that fires a giant cow. It is at once spectacular, 
beautiful, and really weird. I don’t know how the developers at Shiny 
come up with this stuff. I'm not sure I want to know. 

In keeping with its unique sensibilities, the gameplay is also distinct 
from other RTS/action hybrids. In MAGIC CARPET, you mainly cast 
spells. In BATTLEZONE, you mainly order units around. In both games, 
you float about the world like an air hockey puck, with the vaguely 
disconnected sensation of wearing socks on linoleum, But your small 
wizard in SACRIFICE is both a spellcaster and a general, trotting 
slowly across hill and dale in these strange worlds, wrapped in their 
alien skies. He is both frail and powerful, capable of calling down 
apocalypses, but vulnerable to being knocked out of his own skin, 
SACRIFICE achieves a balance where other RTS/actlon hybrids have 
failed. Your creatures are an important part of the game, but you're 
neither relegated to the role of spectator (BATTLEZONE) or left to your 
own devices (MAGIC CARPET). Your creatures may be smart and 
determined, but it is your own magic hand that can tip the balance. 

Soul Power 

The resource model is an important part of the game's unique 
mechanics. Each game is a battle for the pool of souls on the map. 

You gather these souls - which are the limiting factor in the size of 
your army - and use them to summon creatures. If you win a battle 
and hold the field long enough, you can mop up the souls from your 
vanquished enemy's dead beasts. These souls are your treasure and 
your firepower, but the mana you use for spells is an easily replenished 
fuel, like solar power. This encourages the frequent spellcasting that 
keeps you constantly engaged in the action. 


Requirements; Penliiiin-II 300. G4MB RAM. B50M8 hanl dive sp: 
Recommended Requirements: Pceiiiiin-lf 4S0, 12BMD RAM. 


ice. Direct 30-CDnipaIilile video card. 

30 Support: Direcl 3D Multiplayer Support: LAN. lelemet (2-4 players). 


Publisher: Interplay • Developer: Shiny Entertainment • $45 • www.sacrifice.net • ESR8 Rating: Mature; animated blood and violence. 


taMPIlim CIlMiefi WOBLD ■ cDw.natnetnol.coiii IBBl 





REVIEW 



The pace of SACRIFICE sometimes outstrips its interface. Hot-keys 
go a long way toward making it all manageable, but the default setup 
seems to have been designed for one of the game’s 13-fingered 
beasts. Rebinding the keys is oddly inflexible. You are allowed only 
one keyboard setup, although you may have multiple wizards with 
different spell books. Beware the dreaded F2 key - it will instantly 
quickload you out of any game without so much as an “Are you sure?” 
Some players might complain about how hard it can be to target small 
fast units, but this seems to be a part of the game balance. There's no 
denying that SACRIFICE requires a quick eye and an even quicker 
wrist. Because there's no difficulty level, it will probably be overwhelm- 
ing to some casual gamers. And I can't imagine anyone enjoying the 
game's final mission - which is one of those unfair brick walls you'll 
spend three days pounding your head against. 

There's a lot of strategy in the combinations of creatures and spells, 
but it isn't easy to see under the pace of the action (the manual's 
breezy “figure it out yourself" approach doesn’t help). At first glance, 
SACRIFICE just looks like weird things beating each other up. Don't 
be fooled - it's a game with legs. The longer you play, the more the 
game reveals and the more you learn. It's an entertaining learning 
curve. The single-player campaign follows bickering gods on a funky 
cool Olympus, all brought to life by impeccable voice work. As you 
choose sides in their arguments, you determine which missions you’ll 
play and thus which spells and creatures you'll get. It's a do-it-yourself 
spell book, cobbled together in a cauldron of divine and petty spats. 

As a multiplayer game, SACRIFICE is a fine fast flurry of thrusts and 
counterthrusts, bluffs and trumps. As in most multiplayer games, new 
players won't have much fun being steamrollered by experienced 
players. But the gameplay - together with the variety of game types, 
spells, creatures, and maps - makes it a many-splendored bag of 
surprises and choices. Kudos to Shiny for not requiring the CD in the 
drive and for providing a competent Al that uses all the spells and 
creatures. But raspberries to them for not supporting direct TCP/IP 
connections over the Internet; when the servers are down, so is the 
game. SACRIFICE also needs some sort of post-game debriefing. As it 
is, you come out of an exhilarating battle eager to see scores or stats 
or even some sort of line graph, only to be dumped into the crowd in 
the multiplayer lobby. It leaves you with a hollow “is that all?" feeling, 
to come out of an extended rush with nothing to show for it, It's like 
abruptly flipping on the lights after an intense movie. 


Altar-ed State 

But it is exhilarating and it is intense. It is lovingly unconven- 
tional and singularly alive. SACRIFICE captures that intangible 
joie de gaming often missing from otherwise competent titles. 
There will be a great moment when you're crossing a map - 
leading a troop of flapping, crawling, loping, whirling, hopping 
things - when, out of curiosity, you will spin the camera around 
to see your wizard at the vanguard of his odd army. The shimmer- 
ing weirdness of it all will strike you and you'll think, “This is what 
gaming is all about." 




cgn.gtinespoM 


• CDMPUTtR EAMING W0R19 




REVIEW 


SPORTS 


Finally, a console port that won’t make you hate console gamers even more 

All Of the Fun, None ef the Broken Bones 



H! 


TONY HAWK’S 
PRO SKATER 2 


reviewed by William 0 Iveal 


I igh expectations are a game developer's doufile-edged sword. 

On one hand, a healthy dose of them may lead to pre-con- 
ceived notions of a game's quality that can skew the experi- 
ence toward the positive, On the other hand, unrealistically high 
expectations may lead to some major disappointments. Can you say 
DAIKATANA? Which leads us to TONY HAWK’S PRO SKATER 2 for 
the PC, THPS2 is in a unique situation. While it is a sequel of a 
seriously great game, TONY HAWK'S PRO SKATER, this is the game's 
first foray into the realm of the personal computer. On the computer, 
it is a different beast altogether. 

THPS kicked ass on PlayStation and Nintendo 64, so we were 
admittedly a little giddy the first time we fired up THPS2 on a PC. 

The thing is, though, certain things that you'll let slide on a console 
system just don't cut it with PC gamers. First and foremost, there's 
the game’s clunky menu 

system. When compared 

with other console 
games, it's just fine. But 
next to many PC games - 
a good number of which 
boast extensive options 
and intuitive menu sys- 
terns - navigating around 
THPS2’s menu screens is 

almost as grueling as a seven-stair rail-grind to face plant. But hey, a 
game isn't defined by its menu system... is it? 

Once you get in and set about the task of 
playing, things get much better. Players can 
select a skater from one of the 1 3 pros featured 
in the game, including Mr. Hawk himself, 

Kareem Campbell, or Steve Caballero. In career 
mode, you're given a ton of different goals to 
achieve per level, such as collecting items, 
performing specific tricks in specific places, 
scoring points by landing tricks, or even picking 
up cash. Achieving these goals translates into 
cash awards that are then compiled in your total 
winnings. Reaching certain cash amounts 
opens up new levels. Cash can also be spent 
on attribute points, tricks, and equipment. It's a 
good thing this game is fun as it will take you 
multiple tries to achieve all the goals. 

Since THPS2 is in 

many ways a port of the console game, the 
developers could spend a lot of time focusing 
on things other than gameplay, such as taking 
advantage of the game’s platform, the PC. To 
that end, THPS2 supports some killer multi- 
player options enabling you to whoop up on as 
many as seven of your buddies over a LAN in 
multiplayer modes like tag; a turn-based, 
judged skate competition; Graffiti; and 
H-O-R-S-E. There's also a park editor that’s 
fun to tinker around with. 

Now here comes the part where our high 


CQW RATED 


Pur^ addictiue fun. 


Graphically 
inferior to many 
other PC titles. 


a- "I the way. Because PC gamers 
have had to wait so long to get a piece of the 
THPS action, it’s safe to say that we wanted - 
no, expected - perfection. And perfect THPS2 is 
not. THPS2’s graphics pale in comparison with 
other PC games. On a Pentium-ill 450 with 
1 28MB RAM and a GeForce2 GTS graphics 
card, visual glitches were aplenty. This is unacceptable but not unwar- 
ranted for console-PC ports. Sure, it looks way better than anything 
seen on an N64 or PSX 1 , but who cares? The bar’s been raised, and 
THPS2 doesn't quite make the height. 

All this being said. I'm hard pressed not to recommend THPS2. 
While visually it’s far from perfect, the fact remains that the game is 
still as addictive as anything in a Hollywood medicine cabinet. So it 
all comes down to this: If you’ve ever fantasized about bringing home 
some X-Games gold, or if you’ve ever just wanted to say that you can 
pull off a 720 nollie judo kick, you’ll definitely have fun whiling away 
the hours on your virtual deck. Just be aware that while this game is 
fun as hell, it's far from perfect, 


Requirements: Petitiiiin 233, 32MB, 350MB (nsiall, RMOnmiBitded'ReiiHTrements: Peiitiinii 333, e4MB. 30 Support; 03D 
Multiplayer Support: 2-B players mer TGP/IP. 


Publisher: Activision • Developer: Noversoft • $40 • www.activisiQn.com • ESRB Rating; Teen; mild animated violence and language. 


CD 


COMPUtte GAMING WOHIO • cgw.gin 









The Entertainment Software Rating Board (ESRB) rating system can help you decide whether a 
computer or video game Is right for your family. The ESRB system offers both RATINGS that tell you 
what age the game is appropriate for, and CONTENT DESCRIPTORS that Indicate whether there are 
particular content elements which may be of interest or concern. 

RATING SYMBOtS (found on the front of the game box): 










Content may be suitable 
for persons ages 3 ond older. 


Content may be suitable lor 
persons ages 6 and older. 


Content may be suitable for 
persons ages 13 and older. 


Content may be suitable 
for persons ages 17 and older. 


Content suitable only 
for adults. 


Product is awoiting 
final rating. 


CONTENT DESCRIPTORS (found oil the bactc of the game box): 

The content descriptors tetl you whether the game includes elements such as: 


MILD ANIMATED VIOLENCE 

Contains scenes depicting cartoon/ animated/ pixilated characters in 
unsafe or hazardous acts or violent situations. 

MILO REALISTIC VIOLENCE 

Contains scenes depicting characters in unsafe or hazardous acts or 
violent situations in photographic detail. 

COMIC MISCHIEF 

Contains scenes depicting activities characterized as slapstick or 
gross vulgar humor. 

ANIMATED VIOLENCE 

Contains depictions of aggressive conflict involving cartoon/animat- 
ed/pixilated characters. 

REALISTIC VIOLENCE 

Contains realistic or photographic-like depictions of aggressive con- 
flict. 

ANIMATED BLOOD AND GORE 

Animated/pixilated or cartoon-like depictions of mutiiation or dis- 
memberment of body parts. 

REALISTIC BLOOD AND GORE 

Depictions of mutilation or dismemberment of body parts in realistic 
or photographic-like detail. 

ANIMATED BLOOD 

Animated/pixilated or cartoon-like depictions of blood. 

REALISTIC BLOOD 

Representations of blood in realistic or photographic-like detail. 

SUGGESTIVE THEMES 

Mild provocative references or materials. 


MATURE SEXUAL THEMES 

Contains provocative material; including depiction of the human body 
in either animated or photographic-like formats. 

STRONG SEXUAL CONTEXT 

Graphic depiction of sexual behavior and/or the human form 
fi.e., frontal nudity) in either animated or photographic-like detail. 
MILD LANGUAGE 

Product contains the use of words like "damn”. 

STRONG LANGUAGE 

Commonly referenced four-letter words. 

GAMING 

The depiction of betting-like behavior. 

USE OF TOBACCO AND ALCOHOL 

Product contains images of the use of tobacco and/or alcohol in a 
manner which condones or glorifies their use. 

USE OF DRUGS 

: Product contains images of the use of drugs in a manner which con- 
dones or glorifies their use. 

INFORMATIONAL 

Overall content of product contains data, facts, resource information, 
reference materials or instructional text. 

EDUTAINMENT 

Content of product provides user with specific skills development or 
reinforcement learning within an entertainment setting. Skill develop- 
ment is an integral part of product. 

SOME ADULT ASSISTANCE MAY BE NEEDED 
Early Childhood Descriptor only. 


SRB 


ENTERTAINMENT 
SOFTWARE 
RATING BOARD 


1-800-771-ESRB 


www.esrb.org 





Impressions Games squeezes the Mediterranean dry 

Hei^cu-les! He^cu-les! 


D on’t he fooled by the name of the game, the towering stud 
with a beard on the cover, or the dramatic opening cut-scene 
of famous mythical events. You wili not be playing as a god in 
this game, nor will you be staying seven-headed hydras, nor doing 
anything too exciting. You'll be an ancient urban planner. In a nutshell: 
If you liked CAESAR III, you'll probably like ZEUS; because if you've 
played CAESAR III. essentially you’ve played ZEUS. The latest in 
Impressions Games' City Building Series™ (PHAROAH, CLEOPATRA), 
ZEUS takes that well-tested game engine and completes the tour of 
the classical world by setting the game in ancient Greece. To say that 
ZEUS is just CAESAR III in the Hellenic world may sound like an easy 
dismissal, but it isn’t loo tar from the truth. Of course, CAESAR III is a 
solid game, built upon a highly robust engine, so that's not necessa- 
rily a bad thing. 


ZEUS: MASTER 
OF OLYMPUS 


reviewed by Tom Price 


E 


CGW RATED 



haven't, but are interested in the genre, skip ZEUS and buy one of 
the SlMClTY games. Any of them would be belter. 

Ultimately ZEUS has a hard time finding its identity. The average 
gamers are going to be disappointed if they are expecting high jinks 
on Mt. Olympus, and the hardcore gamers are going to have a defi- 
nite "been there, done that" taste in their mouths. I suppose that 
die-hard fans of Impressions' series will have to have it, but beyond 
jaded gaming journalists who got a copy for free, no one will consider 
the money well spent if it's spent on ZEUS. Li'i'i'i 


B0WFIN6ER Building temples dedicated to different deities will bring 
you different bonuses, and will guarantee the increased presence of said 
deity within the city limits. This temple to Artemis the Huntress protects me 
from wild animals, increases the food in my granaries, and puts two legions 
of Amazon warriors at my behest 


The Gods Must Be 
Crazy 

The packaging is 
going to fool more 
than one person into 
buying this game. 
The concept of play- 
ing as a Greek god 

is intriguing, and there's a lot of action to be had in the mythical 
world, but the connection between those fantastical events and what 
happens in the game are tenuous at best. It's all about city building 
and managing the economics and daily administration of an advanced 
society, something that was pioneered by the SlMClTY series - the 
games that still do it best. The gods really only make cameo appear- 
ances in this game, either as rampaging invaders (a la SlMClTY's 
random disasters) or as protectors of your realm and resources - 
provided you build the requisite temples in their honor. 

The game’s designers do make an attempt to infuse plot and story- 
line into ZEUS, mainly by breaking the game up into adventures, 
which are then further subdivided into episodes. Each episode 
requires you to complete a series of objectives (reaching a certain 
population mark, building a hero's hall, etc.) in order to move on, This 
seems like a good idea, but the more you play the game, the more it 
just seems like window dressing. And considering the mix of actual 
and mythical people and events that are jumbled together in the 
ZEUS world, it doesn't really give the gamer historical context. It's just 
as much (maybe even more) fun to piay in the 
open, or "sandbox" mode. There, your city can 
evolve at your own pace. 


Easy as Baklava 

As said before, the CAESAR Ill-based game 
engine is a solid one to build upon, and ZEUS 
only makes it more accessible to the common 
gamer. To that end, the game is fairly success- 
ful. It's easy to jump right in and start building 
your towns. Help menus are generally informa- 
tive, and the game is fairly intuitive. That is, if 
you've played this kind of game before. If you 



LAND HO Fertile land is at a premium in ZEUS. You can use it for food- 
producing farms or olive orchards, or vineyards, or livestock grazing - all of 
which you'll need for a healthy economy, as well as for unexpected tribute 
demands from more powerful neighbors. 



Requirements: Pentium 166. 32MB RAM. 45GMB hatil drive space. 
3D Support: Rone Multiplayer Support: Nofie 


Publisher: Sierra Studios • Developer: Impressions Games > $4D • www.sierra.Gom • ESRB Rating: Evetyone 


RAM, e SOMfhan! drive 










Shooting 

Blanks 


GUNMAN CHRONICLES’ 
reach exceeds its grasp 


W ithout the HALF-LIFE pedigree, probably 
no one would be paying much attention 
to Gunman chronicles. The game simply isn’t able to rise 
above its humble origins as a total conversion mod developed by die- 
hard Half-Life fans, its true-believer enthusiasm lifts GUNMAN 
Chronicles above the truly mediocre, but that same blinkered 
game love is pulled down by too many "wouldn't it be cool if” game- 
play elements, and an excess 


GUNMAN 

CHRONICLES 


reviewed by Robert Coffey 


of many things the designers 
obviously (and rightfully) 
loved about HALF-LIFE. 

Lone Gunman Theory 

The rollercoaster gameplay 
of Gunman casts you as 
The One Who Can Set 
Things Right in the face of 

genetically engineered, killing-machine aliens. There's some plot 
about your treacherous former general and his role in the proliferation 
of these Xenomes, but once you're abandoned on a jungle planet 
early on, it's just you against the alien world, You'll battle these crit- 
ters as well as robotic drones and turncoat gunmen throughout the 
game. Overall, the monsters are a challenging, diverse, well-rendered 
lot, but your human adversaries are cartoonishly drawn and not too 
bright. Only the rocket-launching gunmen pose any real danger, solely 
because of their brutal weaponry. 

Frankly, all the letdowns of the game follow the same pattern: long 
on ambition, short on execution. There's a ton of enemies, but they're 
not used inventively. There are four different worlds, but the first is a 
mandate^ tutorial, the 
second is incredibly 
short, and the fourth 
takes place in the kind 
of generic under- 
ground facility you've 


CGW RATED 


Plays like a soltd 

action-packed 

mod. 


Excessiue use of 
scripted euents; 
useless features 


shot up a thousand 
times before. Some 
weapons can over- 
heat, but this added 
management oniy 
dissuades you from 
using those guns. 


HEAD SHOT One of the few useful weapon 
variations is the ability to modify your energy 
pistol into the now-mandatory sniper rifle. 


Magic Bullet 

Gunman’s biggest 
fault lies in its weapon 
system. You can reset every weapon for various attacks: You can set 
the number of shells and the spray range for your shotgun, choose 
one of four settings for your default energy pistol, even customize the 
compounds splatted by your chemical gun. But this added layer of 
complexity is negated by an interface that is bothersome in single-play- 
er, fatal in multiplayer. Odds are, you’ll find a couple of settings you 
like on one or two guns and just lean on those guys. It's the kind of 
feature that looks good on paper but not on your monitor. 

Gunman makes heavy use of HALF-UFE’s scripting - too heavy. 
While it’s fun to round a corner and see a scripted event, the idea 
loses its impact when you see something every time you round a 
corner. You can't take a step in GUNMAN without a ceiling or wall 
collapsing or a couple of monsters fighting among themselves. The 
game goes so overboard with the shaking camera near the end of 
the third world, you'll be fighting nausea for a good two hours. 
Sometimes, there can be too much of a good thing. 

Or not enough. GUNMAN CHRONICLES has 
a tendency to tantalize you with something cool, 
then yank it away, You can operate a tank, but 
you're invulnerable while using it; it’s basically 
just a tool for creating puzzles. You're menaced 
early by an enormous, beautifully detailed 
dinosaur, but you never get to fight it. In fact, you 
don’t get to battle many of the presumptive boss- 
es - one dies in a scripted cut-scene, and you 
don’t even directly engage in the big end battle. 

This isn’t to say GUNMAN CHRONICLES is 
bad. I enjoyed it much more than the HALF-LIFE: 
OPPOSING FORCE add-on, and it’s easily twice 
as long. The action is pretty much non-stop and 
full of peril, level design is good, and the in- 
engine cinematics are outstanding. But without 
the Half-Life connection, I suspect GUNMAN 
v/ouid be pushed off the radar by repeated 
playing of NO ONE LIVES FOREVER, 


Requirements: Pentium 233, 34MB RAM. 400MB hani drive siiace. Recommqaifed 
3D Support; OpenBL 0irect3D. Multiplayer Support: UN. Iitlerriel (2-32 players). 


Publisher Sierra Studios • Developer: Rewolf Software • $40 • www.gunmanchninicles.coin 
ESRB Rating: Mature; animated violence, blood, and gore. 










REVIEW 


ACTION 


Novalogic takes some flak with its third DELTA FORCE game 


Ready, Aim, Shoot in Foot 


N" 


I oualogic's tactical shooters have been playing catch-up with 
Red Storm's RAINBOW SIX series for a couple years now. While 
the first DELTA FORCE game showed promise, each succes- 
sive release has squandered it to the point that with this third 
installment, DELTA FORCE: LAND WARRIOR, we can now declare 
this dead horse officially beaten. 

Even more than DELTA FORCE 1 or 2, LAND WARRIOR’S wide- 
open gameplay focuses on simple shooter skills at the expense of 
strategy or tactics, with a repetitive single-player game. The 30 
Direct-Action 


DELTA FORCE: 
LAND WARRIOR 


E 


reviewed by Raphael Liberatore 



missions in Egypt, 
Japan, Lebanon, and 
Central and South 
America are divided 
into two formats: 
Quick Action and 
Campaign. You 
choose from one of 
five different charac- 


ter types to play, each with its own special abilities; Sniper, Close- 
Quarters Battle, Demolitions, Grenadier, and Heavy Weapons. But 
it's irrelevant which you choose, since you’ll be equally effective, 
regardless; the grenadier can handle the CQB-focused first mission 
as well as any other. Why weren’t these missions designed with the 
abilities in mind? Who cares if there are 27 real-world weapons if 
they’re all moot? 

LAND WARRIOR 's only real improvement is its graphics ^ 
engine, and that's 
not likely to blow any- 
one away. Gone are 
performance issues 
that marred DELTA 
FORCE 2. The new 

3D engine capably blends voxels and polygons for 
sharper-looking space terrain and smoother, more detailed 
textures. Unfortunately, the look and feel of the engine is much 
less impressive than ROGUE SPEAR or SWAT 3, with environ- 
ments that are lacking in terrain features like trees and bushes, if 
you're a sniper, forget about concealment in tall grass or rocky 
textures - Novalogic dumped them as well, so taking that 800-meter 
shot without being seen is going to be difficult. Sporadic clipping 

problems from the previous two games remain. 

The interface has been streamlined and 
everything is accessible from a commander's 
screen where you can review waypoints, sup- 
port elements, and teammates; conduct mis- 
sion briefings; and/or change gear. Novalogic 
has also added realistic ballistic effects with 
bullet trajectory, tracers, penetration, and some 
cool night-vision optics. Also noteworthy is the 
ability to save your game in-mission - another 
nod to the game’s shooter-feel. 

As in previous DELTA FORCE games, the Al 
is still badly wanting. Team member support is 





' basically worthless - and enemy Al Is even 
^ worse. I cannot count how many times the enemy 
allowed me to approach as they watched my character 
close the distance, pull a knife to dispatch them, then die a horri- 
ble “surprise” death. For the most part, all 1 9 campaign missions, 1 0 
quick missions, and single training mission can be played in one sit- 
ting. The enemy just begs to be killed. Where's the challenge in that? 

If there’s a redeeming feature, it’s the multiplayer. Online game 
types on wide-open maps include Cooperative, Deathmatch, King of 
the Hill, Search and Destroy, Attack and Defend, Flagball, and team 
variants. Up to 50 players can compete on Novalogic’s own 
NovaWorld 2 servers and a very neat ranking system separates 
novice and experienced players for balanced competition. Add 
Novalogic’s own Voice-Over-Net system for voice communication 
during games, and you have a decent multiplayer package, 

LAND WARRIOR is a slight improvement over its predecessors, 
but still falls short. Given the improved stability, new graphics engine, 
multiplayer features, and interface tweaks, it should have been better. 
Unless you’ve enjoyed DELTA FORCE on Novaworid, avoid this game 
like the draft. Krt’/./ 


Requirements: Penlium II. 32MB RAM. 

Multiplayer Support: LAU, Ifitemel via Novawarld (2-50 players). 


Support: Direct3D, Glide. 


Publisher: Novalogic • Developer: Novalogic • 84Q > www.novalogic.coni • ESRB Rating; Mature; animated blood and violence. 




COMPUTER GRMING WOREO < cgw.samesiist.t 










Publisher: Electronic Arts • Developer: EA Sports • $40 • www.e38port5.CDm 
ESRB Hating: Everyone 


Requirements: Penliuni 16G. 32MB BAM. 4X CD-ROM. BOMB lianl drive s|iace. Recommenileti Requirements: Pentiiim 30D. 64MB RAM. 
3D Support: 030 aAd Glide. IVIultiplaver Support: TCP/IP. IPX. moderr-lo-madeni; 2-20 players. 


EA Sports gives its vaunted 
FIFA game a makeover 

Can You 
Improve on 
Perfection? 


Enhanced graphics 
engine. 


Has trouble run- 
ning on a laptop. 


Well Played! 

Having perfected the soccer sim years ago, EA 
Sports is in the enviable position of being able to 
sit back and make a great game better. FIFA 2001 
sports fuli-on environmental effects like a rotating 
sun, moving clouds, and changing weather condi- 
tions. If you’re an old-school FIFA fan, you’ll love 
the graphical makeover. And if you’ve never played 
a FIFA game and you love soccer, it's high time 
you found out what you've been missing, 


FIFA 2001 


Y ears ago, long before 3D acceleration, EA Sports' FIFA series 
managed to keep us glued to our four-button gamepads in 
spite of chunky, pixilated graphics and goalies with a 
penchant for letting shots from the midfield “slip by" them. The 

games weren’t pretty, and they 
were far from perfect. But we 
kept coming back. 

We were at first inclined to 
think that soccer was the perfect 
sport to receive a digital transla- 
tion. But if that were the case, 
then any soccer game would've 
been good, and we all know that wasn't the case. There’s something 
else going on with EA Sports’ FIFA series. Thank goodness that some- 
thing hasn’t faded in the 
glare of kick-ass 3D 
graphics and enhanced 
multiplayer network play. 

Several years ago, it 
seemed publishers were 
dying to get in on FIFA’s 
action. One even boast- 
ed that it didn’t waste 
money on licenses when 
all gamers really wanted 
was gameplay. Yeah, 
right. Gamers want 
gameplay and licenses. 

And FIFA 2001 has 
both in spades. FIFA 
2001 sports some 50 
national teams and 17 


CGW RATED 


different leagues including the English Premier League, the German 
Bundesliga, and America’s very own not-so-vaunted MLS. These licens- 
es give players of FIFA 2001 the feeling that they are involved in a real 
game of soccer. This illusion is made even more believable with dynamic 
commentary from the real world's John Motson and Mark Lawrenson. 

Oh, That’s an Excellent Challenge! 

Graphically, FIFA 2001 has received an upgrade that we didn't 
believe was possible. With motion capture from the MLS’ very own 
Eddie Pope and Zack Thornton, players move even more realistically 
and are noticeably larger on the screen. Players in FIFA 2001 sport 
individualistic attributes like dreadlocks, long hair, 
even bald spots. Maybe in FIFA 2002 we’ll see 
a Rogaine ad on the pitch. One drawback with 
the game’s beefed-up graphics is the lack of 
compatibility with laptops. Previously, the FIFA 
games were great for traveling, but now, attempt- 
ing to play the game on a Pentium ill Compaq 
Armada with an ATI Rage Mobility chipset yielded 
one frustration after another. Thank goodness for 
a desktop machine with nVidia’s GeForce 2 
GTS chipset. 

Like its predecessors, FIFA 2001 boasts a ple- 
thora of play modes including friendly matches, full 
seasons, and cups. The friendly matches are where 
you can pit the MLS’ DC United against the Eng- 
lish Premier League's Manchester United - kind of 
like watching Jordan’s Bulls fake it to Lisa Leslie’s 
Sparks. If these play modes aren't enough for you, 
FIFA 2001 also supports multiplayer play over the 
Internet, LAN, or multiple players on one computer. 







SUDDEN STBIKE IS SET DURING WORLD WAR II AND OFFERS 
ELABORATE RUSSIAN, GERMAN, FRENCH, AMERICAN AND 
BRITISH MISSIONS. 

CONQUER THE ENEMY'S POSITIONS, LAND YOUR TROOPS ON 
HIS SHORES. WIN THE CLEANUP OPERATIONS OR GALL IN 
PARATROOPERS AND FIGHTER BOMBERS FOR SUPPORT. WHATEVER 
YOU GAN THINK OF, YOU'LL FIND IN SUDDEN STRIKE! 


FEATURES 

•Up to 1000 units per scenario 

•Bridges, houses, fortifications, trees and other objects 

are destructible 

•Multiplayer mode with up to 12 player and 4 teams 
•Realistic battle simulations and explosions 
•More than 40 exciting missions 
•3 different campaigns in summer/winter landscapes 
•Construction of fortifications, pontoon bridges and 
much more. . . ! 



“...ONE OF THE MOST 
BEAUnJL WWII 
Wfl OeWA o DATE. 
[HE GAmMs BBIlUA 


BMlIIMtSIRAnEV 
GAME OF THE VEM" 
-siiintv puvii’ 



COMING JANUARY 2001 


Distributed 



©2000 Siraiegy First Inc. All nghls reserved. Sudden SinKe is a irademark o! CDV Sollware Enlerlainment AG + Fireglow. All riglils reserved. 
All Other trademarks and copyrights are the properties of their respective owners. 




“CHARLIE COMPANY 








CGW RATED 


Publisher: Activision • Deveioper; Heuristic Park ■ $50 « www.ac1ivision.com » ESRB Rating: Mature; animated biaod and vioience. 


D.W. Bradley’s back-to-old-school RPG 

Good, Bad, & Ugly 


Requirements: PBiillufii 233. Q4MD RAM. 7A0MB lianl ililve space. 3D Support: Dlrec13D Multiplayer Support: none 


face in search of a clue. WIZARDS & WARRIORS plays in real time, 
whether you're looking at the marginally helpful map or assigning 
points when your characters level up. But when you get into combat, 
it shifts to turn-based gameplay in which everyone takes a turn 
attacking or casting a spell. The problem is that this turn-based 
gameplay exists only in a small bubble about five feet around your 
characters. Ranged combat is an utterly stupid blend of action and 
real-time interface juggling. The player can easily dodge spells and 
arrows, but other creatures never do this; the simple act of stepping 
to the left gives you a leg up over WIZARDS & WARRIOR'S most 
fearsome opponents. But the playing field is leveled when you con- 
sider that they don't have to page through the interface in real time 
to select spells. 

The dialogue system is a constant annoyance. “Hail, traveler,” 
says a smeared and blocky character model. Three-second manda- 
tory pause. “I am Wizmo, the wizard." Three-second mandatory 
pause. “Here is a bit of information about me." Three-second 
mandatory pause. “What can I do.for you?" Now it’s your turn to 
enter keywords to try to elicit a new reaction from Wizmo. You ask 
him about the gypsies. “The gypsies are a band of nymphs that live 
by the lake who are led by Gypsina" Wizmo explains before his 


Ugly on the Outside... 

Long after you’ve resigned yourself to staring at an ugly game, 
you’ll still be wrestling with the almost exclusively mouse-driven inter- 
face. WIZARDS & WARRIORS is oblivious to the wonders of the 
hot-key, or even the practice of grouping often-used buttons next to 
each other. Exiting the game requires seven clicks on different 
screens. You might as well just keep playing. 

The combat sys- 
tem gives another 
example of an inter- 


I t’s been eight years since D.W. Bradley, the creator of tlie 
WIZARDRY series, made a role-playing game. It shows. His 
WIZARDS & WARRIORS is a patchwork game, battered by a long 
and arduous development process under a variety of publishers and 
titles. The result is ugly and unwieldy. It looks old. It offers no immedi- 
ate gratification. It is ill tempered and slow, like a cranky old dog. In 
fact, you’d never guess it's as good as it is - the path to appreciating 
WIZARDS & WARRIORS is long and fraught with obstacles. 

The most immediate obstacle is that there aren’t many games this 
side of 1990 that look like this. There isn't a single attractive element 
in the 3D engine, which instead offers busy and grainy textures, stiff 
and blocky character models, a chunky bit-map tacked on every hori- 
zon, generic spell effects, and half-hearted lighting. It looks absolutely 
wretched, particularly when it leaves its dungeons. The engine simply 
isn’t up to the task of rendering 
outdoor environments, much less 
the sorts of events and settings 
Bradley imagined. 

At one point, after you've slain 
a demon, an evil artifact is 
supposed to sprout tentacles 
and drag the demon down to hell. 
Before the demon's body simply 
vanishes like every other polygo- 
nal corpse, you can almost hear the artists pause - considering 
whether to attempt to render this - and then say, “Aw, screw it, we’ll 
just mention it in the narration." At another point, you’re supposed to 
be standing between two raging waterfalls, but you’d never know it 
by the vaguely wavy blue patterns on the walls. Cue the narrator. The 
engine is a pageant of old, weak graphics that could not have been 
given a more appropriate name: Deep Six. 


WIZARDS & 
WARRIORS 

I reviewed by Tom Chick 










REVIEW 




dual-class spellcaster with the power to breathe flames. It's all about 
discovering the options to become new things. 

Hidden under this ugly awkward mess is the sort of compelling old 
school role-playing system that made NETHACK great: Your almost 
sole occupation is building up characters, and the rest of the game 
is just the framework - graphics and interface be damned. As your 
characters get more powerful and the variety of choices widens, 
Wizards & warriors becomes an exponentially better game. 

With a few exceptions, the pace is snappy and engaging. It's 
usually clear where to go next, although you'll occasionally overlook a 
lever on a dark wall or a chest at the back of a small room. The rather 
sleepy story is driven by a quest for a 
magic sword, which you find halfway 
through the game rather than immediate- 
ly before the ending. Most of the 
dungeon locations have distinctive 
flavors that go a long way toward over- 
coming their graphics limitations. In an 
early prison level, for instance, there's an 
enjoyable variation on the hackneyed 
trick of making the game more difficult by 
taking all the player's weapons. Many 
puzzles have multiple solutions that 
encourage exploration or experimenta- 
tion. Although the last act of the game 
plays like a romp in a small lake, by the 
time you get that far, you're willing to buy 
into the illusion of a high seas adventure. 
Unfortunately, the ultimate battle resorts 
to the underhanded trick of forcing you 
to fight according to new rules. 

But by the time it's over, you'll be so 
invested you'll want to keep playing. 
“There’s no more?" you'll ask. Three- 
second mandatory pause. There’s no 
more, but it was fun while it lasted. 

Here's hoping D.W. Bradley’s next game 
has a better engine and smoother devel- 
opment. Because in the best and worst 
sense of the phrase, they just don't 
make them like this anymore. fYrt'.V 


mandatory three-second pause. This unlocks the 
keywords nymphs, lake, and Gypsina. 

So you ask Wizmo about nymphs. “The gypsies 
are a band of nymphs by the lake who are led by 
Gypsina," he says. Three-second mandatory pause. 
Ask Wizmo about lake. “The lake is where the gyp- 
sies who are led by Gypsina live." Three-second 
mandatory pause. Ask Wizmo about Gypsina. 
“Gypsina is the leader of the gypsies who live by 
the lake,” he says, It's like talking to an Alzheimer's 
patient without being able to interrupt. This is a 
real hoot when you come across someone with a 
lot of exposition, complete with a three-second 
mandatory pause between every line of dialogue. 


...but a Real Beauty Within 

Yet, something happens about five hours into 
Wizards & warriors. You start to see how 
D.W. Bradley's almost 20 years of experience with 
RPGs has served him. The kernel of this game is a 
shrewd, meticulous, character-advancement 
system woven into the gameworld. You define your 
characters by the quests you finish, not by simple 
choices from a menu before the game even starts. 
From four basic classes and a few races, WIZARDS 
& WARRIORS blossoms as you play, sprouting new 
classes, new skills, and unique traits. You can 
become a vampire or a ninja or a poison-resistant 




Terminal Reality lets you go off-imading in style 

Off the Beaten Path 


S UV lunacy is still sweeping across North America. 

Exploding tires, instability, and inflated gas prices aside, people 
are still purchasing those outrageously priced vehicles that must 
give Ralph Nader heart palpitations every time he’s on an interstate. 

Whether it’s a Toyota Land Cruiser or a Ford Explorer, some variation 
on the damn things can be found everywhere. 

Now the phenomenon has been brought to your PC, courtesy of 
Terminal Reality's 4X4 EVOLUTION. The enjoyable arcade-oriented 
racer lets you get behind the wheel of those SUVs you loathe {or 
secretly love) and take a look at life away from highways and strip 
malls. It's an ode to off-roadmg that is nearly a complete success, 
thanks to a wealth 

of options, a pile of vehicles, and 
enough modes of play to ensure a 
long lifespan on your hard drive. 

Best of all. Firestone tires are 
nowhere to be found, 

Say Goodbye to Ford Country 

The licensing department at 

Terminal Reality was certainly thorough when it lined up vehicles for 
inclusion in 4X4 EVO: a whopping 66 sport utes for your driving plea- 
sure. Nearly every manufacturer, from prestigious international names 
like Lexus to homegrown blue collar standards like Chevy, is repre- 
sented. You can navigate each ride through the featured 1 6 courses 
in four game modes. Quick Race is just as it sounds, while Tme 
Attack lets you chase a ghost car representing benchmark times. 

Career play starts you off with a straight-off-the-lot cheapie that you 
must drive through progressively difficult races for cash prizes. Do 
well, and you’ll soon be trading up from Ford Country. Multiplayer 
modes are supported through Internet and LAN connections. As an 
added plus, Dreamcast and Mac owners can go head to head with 
the PC crowd online. The GameSpy Arcade program has been 
included, so you'll almost always be able to find an opponent. 

As for how these options play out, fun dominates over physics. 

While the laws of gravity are still in effect, just about everything else 
has been tweaked. Thankfully, this doesn't mean that all the vehicles 
perform identically. On the contrary, there's a vast difference be- 
tween, say, the handling of a Dodge Dakota and that of a Toyota 
4Runner. A strategic approach has to be taken in each course, 
depending on your current ride, Setting plays a major role as well. 

Snow must be respected or you'll soon find 
yourself sliding past checkpoints or off the 
edge of cliffs. There is also no damage model, 
so feel free to leap across chasms, rivers, and 
battleships with no risk of injury to life or limb. 

Fast and Loose 

Playing so loose with the laws of physics 
leads to the occasional jarring moment. For 
example, it's odd that you can bounce off an 
opponent's fender with no ill effects, while run- 
ning into a barrel can slow you to a crawl. I 
understand the design reasons behind imple- 

Requirements; WinilDws SS/9B/2D0Q/NT 40, Pentium 2D0MH2 MMK. a2MB RAM. 3D accelemor video card wi'Ui 4M3 ot texture RAM. 3D0MB hani drive spars, sound rani, 

DirectX 7.Q3 (incluilrid). ReGommenttaii Requirements: PenMI 400MKz. 64MB RAM. 3D Support: Dlre[;t3D, OpenGL Glltle. Multiplayer Support: Intotnel 
(uses Die CameSpy Arcarle malctiing program), UN. 


Publisher: Gathering ct Developers • Developer: Terminal Reality • $40 • www.godgames.com • ESRD Rating: Mature 


CGW RATED 



4X4 EVOLUTION 

I reviewed by Brett Todd j 


BUMP AND GRIND Computer drivers are both aggressive and cun- 
ning. if they're not bluntly smashing you nut of the way, you can be sure 
that they’re sneaking by you on a shortcut 



BRRRRR! The driver s seat point of view leaves something to be desired, 
even with such great scenery outside the cab. I get chills just looking at 
the frozen wasteland of this arctic track. 



menting collision detection like this, but that doesn't mean I accept it 
when it pops up on my monitor. I’m also not crazy about being able to 
rip right through any sort of terrain feature. “Fun comes first" philoso- 
phy be damned: you shouldn’t be able to drive underwater. 

The courses are as fully realized as anything ever seen in a driving 
game. Each one comes with complete environments that include 
birds taking off right in front of your windshield, planes and hang glid- 
ers roaming the nearby skies, and everything from common transports 
to stealth fighters jamming the pavement. They represent many differ- 
ent themes as well, including an arctic wasteland, a restricted air 
force base that bears a strong resemblance to Area 51 , and a tropi- 
cal paradise, among others. Audio lacks these immersive qualities. All 
the vehicles sound the same, and environmental sound effects are 
either non-existent or dialed so far down in the mix as to be inaudible. 

4X4 EVO is a great choice, whether you'd like to be the guy driving 
that cherry red Lexus LX-470 blocking the lane in front of you, or if 
you'd like to blow him off the road with a rocket launcher, No matter 
what you think of SUVs in the real world, there's a lot of entertain- 
ment to be had with them in the virtual one. 2317 







STRATEC3Y % REVIEW 


Fight WWII without hexes and supply lines 


Less Is More 



Smart but Stupid 

The Al is reasonably aggressive, and many of the set-piece 
encounters have overlapping fields of fire. You can't use standard 
RTS tactics to flood the enemy with forces. For one thing, you have a 
fixed number of units, though you occasionally 
aquire reinforcements. Using smart, combined- 
arms tactics is a must. But pathfinding can be 
a problem at times. On more than one occa- 
sion, key units wandered away from the desig- 
nated axis of advance and got massacred. 

Some of the missions are gargantuan, leav- 
ing you to manually manage hundreds of units, 
yet the only tools you have are the standard 
“Ctrl-number” grouping. While the vehicle 
renderings are gorgeous, it’s easy to lose track 
of the tiny human soldiers, especially in 
forested areas. Performance was occasionally 
a problem, even on an 866MHz Pentium III. 
There would be a visible “surging” of units. 


particularly fast-moving aircraft. 

Still, Sudden strike is undeniably fun. It’s not really a wargame, 
but it does extend the RTS genre into an interesting new direction. 
It’s definitely worth checking out if you're tired of the standard 
"harvest-build-rush” games. fKdt'V 


Requirements: Pentium 233. 32MH hani dtive space. Recommentled Requirements: Pentium It. 64MB HUM. 3D Support: Hone 
Multiplayer Support: LAN. Internet (2-12 players). 


Publisher CDV Software • Developer: Fireglow Software • $47.50 • www.sud[lens(rlke.coni • ESRB Rating: Pending 


CGW RATEO 


Lots of faeautlfuliy 
rendered, smart 
units battling 
across lush 
landscape. 


It s not euen 
“wargaming 
lite” — more of a 
real-time strategy 
with some perfor- 
mance issues. 


Revisionist History 

Fireglow has done such a wonderful job of depicting the World War 
II environment that I got jarred out of my immersion when I encoun- 
tered game conventions that were more RTS-like than wargame-like. 
For example, in an early Allied mission, I captured three German 
armored cars and used them to mop up the rest of the Wermacht 
forces. So what, you might think - except that none of my men drove 
the armored cars. Nor did they fight back - they simply capitulated 
and voilal Instant armored force! 


O nce you realize that SUDDEN STRIKE is a real-time strategy 
(RTS] game and not really a wargame, you can sit back and 
enjoy it for what it is; a solid, 2D RTS. The brainchild of 
European developer Fireglow Software, SUDDEN STRIKE has been a 
major hit in Europe. Now, the U.S. version is set to invade our shores. 

Other RTS games have tried to adopt a historical flavor; the AGE 
OF EMPIRES series comes to mind. But SUDDEN STRIKE is one of 
the most detailed depictions of a historical milieu not seen in a combat 
simulation. There are many units, all rendered in glorious detail. You've 
got everything from Panzer Vi's (King Tigers), the venerable T-34, 
artillery pieces, and a large variety of aircraft at your beck and call. 

The lush, 2D backdrops are painted in loving detail, with urban 
environments, farms, and forest and winter landscapes. You can 
choose single missions or multiplayer, 
and one of three campaigns. The cam- 
paigns are set in different periods of the 
war: The Germans begin early in the 
war, with the invasion of France; the 
Russians have to fend off the German 
assault in 1 941 . The Allied campaign 
begins with D-Day in Normandy. Each 
campaign plays a little differently, partly 
because of the unit mix, but also be- 
cause tactics and weaponry evolved as the war progressed. 


SUDDEN 

STRIKE 


reviewed by Loyd Case 









REVIEW 


STRATEC3Y 


It’s a big job, but somebody has to do it 

King of the 
ilniverse 

F ans of space empire-building games have long been searching 
for a successor to the MASTER OF ORION series. Microprose's 
classics are the standard by which subsequent space games 
have been measured, and most have fallen short. SPACE EMPIRES IV 
is the latest in what began as a series of shareware titles, and the cur- 
rent incarnation (available only through online ordering from boutique 
publisher Shrapnel Games) has matured to the point where forlorn 
gamers can stop carrying the torch 
for the old love. While not a clone 
of the MASTER OF ORION series, 
SPACE EMPIRES IV shares with it a 
depth and breadth that no other 
current space-empire game can 
match. The functional graphics and 
lack of special effects may turn off 
those looking for an impressive dis- 
play, but serious strategy gamers will find virtually every wish fulfilled. 



window before opening another leads to a lot of extra clicking, but for 
the most part, Malfador Machinations has stuck to the tried-and-true 
model present in games like the MASTER OF ORION series. Where 
REACH FOR THE STARS built a game around an interface design 
and discarded anything that would have bogged it down, SPACE 
EMPIRES IV cheerfully throws in everything but the kitchen sink and 
trusts that the committed player will manage. For the most part, the 
game gets it right. 

SPACE EMPIRES IV has that uniquely satisfying feel that veteran 
gamers associate with the “good old days" of gaming. Never flashy 
but rarely clunky, SPACE EMPIRES IV captures the essence of what it 
must be like to rule a galactic empire with a mouse and keyboard. 
Micromanagement fans are in for a smorgasbord of mouse-clicks. 
Space strategy has never been so good. LK'i'.'J 


SPACE 
EMPIRES IV 

I reviewed by Bruce Geryk | 


My Kingdom for a Meson Blaster! 

SPACE EMPIRES IV has all the hallmarks of a game designed by 
someone who knows exactly what the hardcore audience wants. From 
the start, you’re faced with a galaxy of options, tweaks, and choices. 
Almost everything about the setup is customizable, from the galactic 
layout to the characteristics of your race; when you take charge of 
your empire, you'll have fo make decisions in dozens of research 
areas. Systems are connected to each other through a series of warp 
points, so you don’t need to constantly scan the galaxy for threats. 

In SPACE EMPIRES IV, the immersion is in the details. The universe 
is divided into star systems, and each system has a variable number 
of planets - each with a different size, atmosphere, and resources. 
Minerals, food, and radioactive ore are the three resources that make 
SPACE EMPIRES IV tick; you need to balance production carefully 
over a wide range of planets in different systems at times. It’s not tire- 
some because you are provided with so many choices at every step; 
the feeling of control is total. Not only is there a tactical space com- 
bat element, but there is a design component to vehicles for ground 
combat as well. Each planet can support a variety of different struc- 
tures chosen by the player. While there are no 
individual tech trees for different races, the 
game has enough variety to make this seem 
unimportant. Only the lack of comprehensive 
documentation (and a less-than-satisfactory 
HTML manual} mars this outstanding game. 


CGW RATED 


A space micro- 
management 
extravaganza with 
all the trimmings. 


IE 

: Not for the 
spreadsheet* 
i challenged or 
i manual-depen* 
I dent. 


Space Junk 

With so much to manage, it’s almost 
inevitable that the game becomes somewhat 
unwieldy at times, and there are indeed points 
at which SPACE EMPIRES IV threatens to 
swamp its interface. The need to close one 


STAR FLEET BATTLES Battles too big to manage can be auto- 
resolved at the strategic level. 

1 l.og ... I 


I ' - . / IfV/l I 

! y* ' I w.tjdfl)c. to 

\ t .-'v i I 
■ , ' V 1 


Oc-i , ;.i 

i»s jq ■ y| ■; 


DECISIONS, DECISIONS Damage control is improved by an auxiliary 
bridge. But what about the uranium gun? These are the decisions you’re 
faced with every time you design a new ship. 


I ,/ IW tn- 




Requirements: Pentium. 32MB RAM. 12DMB hanl drive space. flecommendedHSSvtepaits: Feotluni 200 tor,la|Bf'iHniB3 3D Support; None 
Multiplayer Support: Hoiseal anil P6EM (2-12 players) moderaled: slmellanepus-move option available. No CD reooited in drive. 


Publisher; Shrapnel Games • Developer: Malfador Machinations • $40, plus shipping • www.8hrapnelgames.CDm > 
ESBB Rating: Not rated 










SPORTS \ REVIEW 


A course designer and some significant toveaks pump new life into LINKS 2001 


Tee Time 


W hat do you do when you own the PC golf franchise that has 
led the pack since the days when hard drives were smaller 
than today’s game patches, but find that the competition's 
innovative new features have blown you away? If you're Microsoft, 
you release LINKS 2001 , adding a few new features and a long- 
awaited course design tool, and declare it a revolutionary change in 
the series. Is it? The answer depends on what you value in a golf stm. 

Drive for Show... 

This is still very much a LINKS golf sim in terms of gameplay. The 
main swing interface remains the venerable tri-click that was intro- 
duced back when the Commodore 64 was the hottest machine on 
the market. The Powerstroke mouse swing is also back, but while it 
allows some in-depth swing control, it is really too tough for most 

weekend duffers to master. Also, it 


LINKS 2001 


reviewed by Jeff Lackey 


is still not synched in real time to 
the onscreen golfer. The tri-click 
and the Powerstroke are primarily 
about reflexes, while a real-time 
mouse swing (such as the 
Trueswing in PGA 2000) is about 
feel. It’s literally different strokes 
for different folks; If you love one, 
it's tough to convert to the other. 

Graphic 





this the prettiest golf game on the market. Past 
versions were marred because the golfers 
looked “pasted” on to the course. That's been 
eliminated in this version: Now the entire 
course looks beautifully integrated. LINKS 
2001 still lacks a “snap-to-lie” view, in which 
the full screen switches to a view of the ball's 
landing area, substituting an insert picture 
which doesn't really capture the same feel. 
However, the Insert view can be set to just 
about any location or angle your heart desires. 

Sound quality is quite good in tournament 
mode, not so in non-tourney mode. There are 
no commentators in tourney mode - instead, 
you’re in the aural environment of an actual 
competitor. The crowd oohs and aahs and 
groans, cameras whirr, and cheers arise from 


nearby greens. Be forewarned that this is a tough 
crowd; they'll meet long approach shots landing 
close to the pin with stony silence. In non-tourney 
mode, you are cursed with playing partners 
who tend to repeat the same phrases over and 
over and over. Thankfully, you can turn their 
comments off. 

Ball physics are always superior in a LINKS 
game, and they're only improved in LINKS 2001. 
Suffice it to say that the ball behaves precisely the 
way you would expect it to in real life. 

Putt for Dough 

You’ll notice a few changes on the green. To 
start, a color-coded grid with different hues repre- 
sents different elevations. Also, the aiming pole 
now projects a slope-indicating arrow. Putting 
feels a bit tougher - quick putts that would have 
dropped last year now bounce out of the hole. 

Last but perhaps most significant is the Arnold Palmer Course 
Designer. It's complex enough that the average gamer may have a 
tough time re-creating his or her local club course, but the top course 
designers on the internet will love the power of this baby. Expect 
some awesome free courses to start flooding the Web. Finally, 
Augusta in LINKS 2001 graphic glory! Unfortunately, until 
Microsoft releases a promised course converter, your old courses 
will not run on LINKS 2001. 

In summary, it's still LINKS, but with the course designer and 
graphic improvements, it truly is improved. And that means that 
this is indeed a very fine golf game. Is if the ultimate, be-all-end-all 
golf sim? Not yet - add a real-time mouse swing, some dynamic 
full-screen camera views, and a real career mode to LINKS 2001 's 
superb physics, superior graphics, huge number of play modes, 
and outstanding online play. Then, there may be no need to look 
at any other PC golf game. Kq'.7 


Requirements; Windows 95/Q8, ME, or 2000; Penlluni-ll 260 MHz; 
Rerammanded Requirements: 4MB RAM. SMB video cod with 
via MSN Gamine Zona or TCP/iP {2-4 players). 


Publisher Microsoft • Developar: Access • $SS • www.microsofLco[n/gamesflinks2001/ • ESRB Rating; Everyone 


48MD HAM (G4MB (nr Winiidwa 2000); 25DM0 iiaid drive space: sopporied 4MB video card; 4X GD-RDM. 
hardware acceleration. 30 Support: DSD Multiplayer Support: LAN. modem la modem, lotemet 








REVIEW 


ACTION 


A horror game pioneer returns with more sinful entertainment 

The Devil Is in the Details 


C omliine the marketing philosophy of the guys who 
developed ^i/rv/Vorwith the spooky mansion that 
served as the backdrop for every film that Vincent 
Price ever made, and you'll get THE DEVIL INSIDE. The latest 
effort from ALONE IN THE DARK creator Hubert Chardot 
attempts to rework the trusty action/adventure horror formula 
into a TV-like experience that is equal parts hoot and horror. 

Interesting concept aside, the experience isn't very good. 

This House Is Cursed to Hell 

You take the role of Dave Cooper, an investigator for a 
cable TV show about the paranormal called, interestingly 
enough, “The Devil Inside.” The reality-based program is 
inquiring about an executed serial killer called The Night 
Howler who seems to 

have returned from 

beyond the grave. This 
baddie has locked himself 
up in a cursed mansion 
along with all manner of 
zombies, ghosts, and 
other horror genre staples that you 
must gun down en route to the 
final battle. Dave has access to 
both high-powered weaponry and his very own devil inside, a curvy 
succubus named Deva. Find an activated pentacle and you can morph 
from one to the other, trading a shotgun for magic spells or vice versa. 
Every move that either character makes is captured by a trailing 
cameraman and is beamed back to a studio set hosted by a siimy 
game-show-hosl-type named Jack T. Ripper. 

Gameplay is action-oriented, though combat is never all that frenet- 
ic. Those adventure buffs who fear that their twitch skills won't be up 
to snuff shouldn't shy away. The pace is leisurely - even when you're 
facing off against bondage-suit-wearing red devils toting machine 
guns. At the same time, however, the adventure angle is under-empha- 
sized. You’ll mostly be hunting down keys and other items necessary 
to open doors. 

Presentation values are fairly high, though the proverbial boom mike 
shows up in a few places. Visuals are appropriately dark and gloomy, 
and the accompanying soundtrack is both eerie and energetic. At the 
same time, many of the rooms in the run-down 


THE DEVIL 
INSIDE 


reviewed by Brett Todd 




mansion look the same, and the audio often comes through as tinny 
and grating. 

A Botched Experiment 

That's about it for the positives. A number of major obstacles have 
been placed in the path of anyone who wants to enjoy THE DEVIL 
INSIDE. The clunky reality show theme is one of the most annoying 
contrivances I've experienced in a computer game. Constant interrup- 
tions from the nasal host and his bevy of bimbos break any tension 
that might be developing: it also seems that Gamesquad rounded up 
kids from the nearest mall to provide the voice acting. Yet even if the 
studio cutaways were performed adequately, it doesn't seem possible 
that the TV show idea could have been successful, ALONE IN THE 
DARK was a hit because it locked the lone protagonist in a haunted 
house. That atmosphere can't be re-created when a cameraman dogs 
your every step, and catcalls and cheers from a live studio audience 
punctuate each showdown with the undead. 

Those who appreciate the setting have to deal with other flaws. 
Gamepad support isn't provided, and the mouse and keyboard control 
system isn't satisfactory. Swiveling to face enemies in combat is very 
tricky. My Windows volume setting maxed out every time I started the 
game, forcing me to drop back to the desktop to dial it down. Playing 
with the in-game sound options to fix this resulted in the program's 
refusal to initialize my sound driver. A reinstall was needed to get up 
and running again. 

THE DEVIL INSIDE plays more like a botched experiment than a 
game. That wouldn’t be so bad if the designers accomplished some- 
thing meaningful in the midst of all the miscues, but this is a poorly 

thought-out gimmick that grows 
tedious after less than an hour. If 
there is a next time, Gamesquad 
should concentrate on the 
basics and leave the reality 
television to television. KdlV 


ONE FINE LOOKING LIL’ DEVIL Find the 
right locations in the mansion and Dave can 
release Deva. Her mastery of magic spells 
makes a nice counter to Dave's run-and-gun 
tactics. Plus, she’s wearing a vinyl catsuit 


Requiroments: Penlium-ll 233, 32MB HAM, 123MB lisril drive space. Recommended Requii 
3D Support: BIrsctBO Multiplayer Support: None 


Publisher: Take Two InteractlvefTalonSoft • Developer: Gamesquad • $4D • www.talonsoftcom 
ESRB Rating; Mature; animated blood, gore, and violence. 


i: Peiilluni:tl.4|]Q,’6iMB HAM. 








FLIGHT SIIVI REVIEW 




Publisher: TalonSoft • Developer; Mission Studios • S40 • VAVw.jetfiBhter4.coni • ESRB ReUng: Everyone 


Fight the bad guys in the skies over California 

I Left My Afterburner in 


A flight Sim doesn't have to have a manual the size of the 

Gutenberg Bible to be a lot of fun. The JET FIGHTER series has 
historically been one of the better flight combat games for 
those more concerned with shooting lots of missiles than with 
figuring out how to set the STT mode in a complex radar system. 
Unfortunately, JET FIGHTER 4: FORTRESS AMERICA appears to 
take the franchise one step forward and 
two steps back. 


JETFIGHTER IV: 

FORTRESS 

AMERICA 


This Land is My Land... 

Russia and China have joined forces 
and attacked the U.S. mainland. Your job 
is to drive the evil super-empire out of 
your homeland and restore Truth, Justice, 
and the American Way. Your role is that of a U.S, hot-dog pilot, quali- 
fied to fly the F-1 4 Tomcat, the F/A-1 8 Hornet, and the F-22 Raptor. 
Unfortunately, beyond the graphic representation of the planes, 
there’s no discernable difference in flying any of the aircraft. One 
reason for this is that there's 
not even a hint of realism in 
the way the planes fly. The 
flight model is simple: The 
plane instantaneously goes 
wherever you push the stick. 
While it may seem unfair to 
attack a lite flight sim for poor 
flight physics, there should be 
at least some distinguishing 
characteristics of a flight 
model, if for no other reason than to warrant three different planes to 
choose from. In real life, the F-22's raison d'etre is its stealth capabili- 
ty, yet here, it is no more sneaky than a lumbering F-1 4 Tomcat. 

The graphics are quite nice, although the optional high-resolution 
set requires an additional 1 gig plus of hard drive space. You get to 
fly and fight around such landmarks as the Golden Gate Bridge; the 
familiar settings add a nice touch of immersion. Even with the eye- 
candy, the game ran almost as smoothly on a 
Pentium-ll 400 with a TNT2 video card as it 
did on a Pentium-Ill 833 with a Voodoo 5, 


You Against the World 

Since JET FIGHTER 4 makes no claim or 
effort to be a realistic simulation, it lives or 
dies by how good a game it is. It's not bad, 
but there are some significant deficiencies. 
Most glaring are options that have been left 
out of the game. Multiplayer is simply missing 
(the company has promised a patch to fix 
this). Want to use that fancy force-feedback 
joystick? While you can select it as an option, 
force-feedback has been left out of the game. 
In addition, both of the systems on which JET 
FIGHTER 4 was tested had some crashes, 

But the more significant flaws are in the 


CGW RATED 


Good graphics; 
accessible; 
smooth frame* 
rates on average 
machines; random 
mission generator. 


Multiplayer and 
force-feedback 
options don’t 
work; “Cheat” 
keys are neces- 
sary; no practical 
differences in the 
three planes. 


gameplay. While the campaign contains a variety of prescripted 
missions, most play out the same way; No matter what the objective, 
you will be forced to defeat large quantities of enemy aircraft and to 
evade massive SAM attacks. Your wingman will quickly be shot down, 
so you will have to save the world pretty much single-handedly. As a 
result, no matter how skilled you are, you will not be successful in the 
campaign unless you employ the cheat keys to constantly re-arm. 
Mission events are the same each time you fly them: Enemy fighters 
appear at the same location, SAM sites will be in the same spot, and 
so on, A good sim-lite needs compelling and surprising missions as 
well as other interesting features (a well-developed set of plots and 
subplots, wingmen with distinct personalities, squadron management, 
and so forth), none of which are present here. Without these, JET 
FIGHTER 4 can provide an entertaining diversion, but it lacks the 
substance to be anything special, 


Requirements: Wirdiiws 95/98, ME. or 2009; Pentium-ll 333 MHz; 32M8 RAM: 4D0MB hard drive spaoe; DireclX-comnalible 30 aoceleralor wilh 4MB HAM; 4X CD-ROM. 
Recammended Requirements: Pentium-ll 4G0 MHz. 3D atxeleiator with t6MS RAM, 64M8 RAM. 3D Support: D30 Multiplayer Support: N/A as shimted. 








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Floppy Drive 1.44MB 

20GB 7200RPM Hard Drive Ultra ATAIOO 

NVIDIA GeForce2 GTS'" 32 MB DDR Video Card 

SoundBlaster LIVE! 3D Sound Card 

Cambridge Four Point Surround FPS1500 

Subwoofer & Speaker System 

56X EIDE CD-ROM Player 

White Hydraulic ATX Mid-Tower Case 300 Watt PS 

Microsoft Internet Keyboard 

Microsoft Intellimouse 

U.S. Robotics V,90 56K Voice/Fax/Modem 

Microsoft Windows Millennium OS 

l-Year Toll-Free 24/7 Technical Support 

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Altec Lansing ACS 54 Gaming 5-Piece 

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White Hydraulic ATX Mid-Tower Case 300 Watt PS 

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Microsoft Intellimouse 

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Koolmaxx Video Cooling System 

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Klipsch 4.1 ProMedia v.2 4.0 THX 400-Watl 

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HARDWARE 


IN SEARCH OF THE ULTIMATE 
GAMING RIG • REVIEWS • NEWS 


Intel Guts the Cord 

NEW CORDLESS DEUICES NEED MORE TIME IN THE 
DESIGN STDDIO— AND A LOWER PRICE. 


iny 


BASE 

STATION 


W ith all the debris of 
our modern lives 
cluttering our work- 
spaces, not to mention candy 
wrappers, magazines, and 
the assorted detritus of a 
thousand gaming episodes, 
the prospect of cordless 
input devices is an 
attractive one. The less we 
. have to untangle to get a 
! joystick, mouse, or two 
gamepads going, the better. 

Logitech’s cordless mouse 
and keyboard have grown so 
popular that Microsoft and 
Intel are struggling to catch up. 
Microsoft has dropped the price 
on its cordless mouse down to a 
little over S30. Mighty Intel has 
responded by introducing three 
new wireless controllers that are 
expensive, obtrusive, and seemingly 
in need of further refinement. 


Baseless Station 

You would think that Intel would have studied 
the competition a little more closely. Logitech's 
base station is about the size of a Walkman, and 
is easy to hide. The 
hu Inifri Pncp Intel base station is 

Dy Loyo base huge by comparison, 

and looks like one of 

the mutants from that old LucasArts game DAY 
OF THE TENTACLE. It’S ludicrously Shaped, isn’t 
stackable, and has a huge footprint. Granted, it 


supports up to eight cordless devices, but it's an 
eyesore. On top of that, Intel has the temerity to 
charge 60 bucks for it. 

The base station plugs into a free USB port. 
This means that the mouse and keyboard are 
both USB peripherals, which can make installing 
Windows or bringing up your BIOS setup screen 
a bit awkward— keep your old PS/2 keyboard 
around if you need to 
install anything. In 
fact, when you set up, 
you have to install the 
base station and its 
drivers before you 
install the other cord- 
less gear— and you 
need to keep your 
PS/2 keyboard 
plugged in until the 
Intel keyboard is up 
and running. 



The Keyboard 

Of all the Intel cordless 
peripherals, the key- 
board is by far 
the best. 


KEYBOARD 



BASE STATION 

KEYBOARD 

MOUSE 

GAMEPAD 

PROS ■ 

PROS ■ 

PBOS ■ 

PROS 

Cool, spread-spectrum 
wireless technology with a 
range of up to 1G feet. 


Good tactile feedback; good 
ouerall feel. 


it’s cordless. 


Cordless; mouse activation 
button; good feel. 




CONS 





CONS 


Slick surface makes 


CONS 

CONS 


Can't be used for BIGS 


it problematic for gaming; 


An otherwise undistin- 

Ludicrous shape and size; 
should be free with 


setup or installing the OS; 
non-ergonomic; a bit 


a little on the heavy 
side. 


guisheri gamepad; 
expensive. 

peripheral. 


pricey. 





Cost: $60 


Cost: $80 


Cost: $60 


Cost: $65 









440 



HARDWARE 


Product photos by 
Hayden Houser/DIGiTAL CLARITY 



shape; it works as advertised. The buttons 
and D-pad have a firm feei, with good tactile 
feedback, and they don’t require excessive 
pressure. One nifty feature is the mouse activation button. 
When you press it, the D-pad can move the mouse cursor— a 
handy thing to have as you lean back to play a game, only to 
discover you need to navigate menus with a mouse. 


More Power, Scotty! 

Did I mention batteries? Intel must own stock in the 
Energizer Bunny. The keyboard requires three AA bat- 
teries, and the gamepad and mouse each need three 
AAA batteries. If you have any type of cordless 
peripherals, I strongly recommend finding recharge- 
able NiMH batteries, w hich have no “memory” and last for 
thousands of recharges. ^<■1'.'/ 


The keys have excellent tactile feedback, and 
the keyboard feels solid and durable. The cursor 
keys are in a nifty rocker switch that's vaguely 
reminiscent of a gamepad's D-pad. There are 
four LEDs that show the status of Caps Lock and 
other functions, plus buttons that can be used 
for controlling the CD drive (when used as a 
music player). Four more buttons can be cus- 
tomized to launch whatever application you 
desire. The first time you press one of the but- 
tons, a dialog box that lets you easily assign a 
function to the appropriate button opens up. 
There's also a large button that resembles a 
power switch, but all it does is launch the Intel 
wireless peripheral control panel. 

This cordless keyboard has a better feel than 
Logitech's standard cordless keyboard, but 
Logitech’s ergonomic version seems like a better 
design. I'm a heavy-duty typist, so your mileage 
may vary. 


The Mouse 

The mouse is symmetrical, so left-handers can 
use it easily. However, it's a little too smooth for 
my taste, and a bit awkward to pick up. It seems 
ill-suited for intense gaming, when a slippery 
mouse top can be a handicap. 

The Intel wireless "mouse accessory" is other- 
wise a pretty ordinary three-button wheel 
mouse. Intel made a stab at being chic with its 
translucsent blue base, but it's not quite trans- 
parent enough to be noticeable, and doesn’t 
light up— so even that gesture falls flat. 



The Gamepad 

The Gamepad Accessory 
looks a bit like those airline 
pillows that fit around your 
neck. It works pretty well. 
However, since it’s cord- 
less, it practically cries 
out for motion-sensor 
capability, like the 
Microsoft Freestyle. But, 
alas, it’s a pretty stan- 
dard gamepad, once you 
get used to the odd 


Killer Rigs 


1 BUILDING THE ULTIMATE GAMING MACHINE ■ 

@ Power Rig 

1 Component Manufacturer Price The Skinny | 

Case 

Antoc SX-B30 

S213 

300 watts. 6 bavs. olentv of coclinn 

Mctherboarti 

ASUS A7V 

S140 

Via KT-133, AGP 4X. Solid mobo 

CPU 

AMD Athlon 1.2GHz 

S530 

Kail to the Kina, babv 

Memorv 

384MB of PCi33 SDRAM 

S30Q 

Ouanblv has a oualitv all its own 

Primarv Grachics 

Hercules Proohet II Ultra 64M8 

S500 

Can vou sav ciaaoixel? 

Disk Controller 

Adaotec 2916D Ultra 160 SCSI 

$190 

Sliahllv faster, but also PCI 64 suoDort 

3.5” FIqodv Drive 

Teac 

S20 

You still have to have one 

Hard Drive 

Quantum Allas 10k - II (Ultra SCSI) 

$859 

Now at 36GB 

Backuo 

Creative DVD-RAM drive 

$270 

5.2 ains of backuo 

CD-ROM/DVD 

Pioneer 6x SCSI 0VD-304S 

$170 

New Pioneer Slot-Drive DVD 

Monitor 

KDSAV-21TF 21" 

$700 

Trinitron lube, oerfectlv Oat. beautiful color 

Primarv Audio 

Sound Blaster Live X-Gamer 5.1 

$99 

Your sonic world in 5.1. four- or two-channel 

Soeakers 

Kiiosch ProMedia V.2-40Q 

$250 

Loud, clean, uncolored, and kickin' 

Networidnn 

3COM Etheriink 10/1D0 PCI 

$40 

Reach out and frso someone 

Networirinn Hub 

Netoear D810S 

$95 

Multinlaver & DSL modem suooort 

Keyboard 

Microsoft Natural Keyboard Pro 

$59 

Natural in. Newtouch out 

Mouse/Pointino Device 

Logilech MouseMan Optical 

$49 

It lust feels better 

USB Hub 

LDOilecIi WiiinMan 7-Dort USB Hub 

$70 

Get them USB norts unstairs 

Flinht Jovstick 

CH F16 Combatslick USB 

$55 

Onboard throttle. It iust feels rioht. 

Rudder Pedals 

CH Pro Pedals USB 

$100 

Neariv oerfecl foot nlacement 

HWWtf 


■H 


■ lean Machine | 

■ Component 

Manufacturer 

Price 

The Skinny 

Case 

Aniec Gemstone Case 

$100 

In black, of course 

Motherboard 

ASUS A7V 

$140 

Solid, stable. Socket-A Athlon motherboard 

GPU 

Athlon 900 w/coollnn fan 

$265 

Sunersonic Thunderfaird 

Memorv 

128MB PC133 SDRAM 

$100 

126MB. sQueezed in 

Disk Controller 

Built-in UOMA/33 

so 

It's in there 

Primarv Granhics 

Guillemot Pronhel II 32MB DDR 

$290 

Screamin' GeForce 2 GTS card 

FIoddv Drive 

Teac 

$20 

Still ootta have it 

Hard Drive 

Maxtor Diamoiidmax 6800 Plus 20.4GB 

$135 

Fast and cheao 

CD-ROM/DVD 

Pioneer DVD-1(J5S 

$120 

Slot-drive DVD 

Monitor 

Ontiouest Q95 

$300 

Solid 19" monitor at a budaet orice 

Primarv Audio 

Sound Blaster Value 

$45 

R.I.P. Aureal 

Speakers 

Boston Acoustics 6A-635 

$69 

Good hiahs for bottom dollar 

Modem 

Acliontec PCI Call-Waitinn Modem 

$70 

Solid oerformance. Qood orice 

Keyboard 

Microsoft Internet Keyboard 

$20 

Cheap, nice add-on buttons 

Mouse/Pointino Device Looilech USB Wheel Mouse 

$25 

Better than the ‘'namlnn" mouse 

Joystick 

Logitech WingMan Extreme Digital 

$39 

Very solid 3D joysbek vrith USB 

1 Total $1,729 

The Fine Print: All recanimendallDns bescd nn nutiial evaluations and lestlnn. Prices lisled are average low quotes from Web 1 

price search engines like 

! www.cpmputetshDpper.coni or www.pricewalch.t 

tom. Lists cpnipited by Dave Salvator. | 


IWTflTT 


• CnMPUIFR GAMING WDRID 








HARDWARE 


Under the Hoed 


BY BAVE SALVATOR 



Gaming in Dnbiy 


are feeling just a little neglected amidst the 
harangue of hyi^e? Here’s the silver lining; As con- 
sole developers, many of whom also make PC titles, 
and PC game developers, venturing into console 

, ii-r-zi i-ii I'n waters (Epic, Bungle, Molyneaux, and so forth), get 

New som CaraS bring 5.1 to games. But do we need it? their coUectlve brains around how to make game 

■ audio resonate in Dolby Digital, they can leverage 

that know-how into subsequent PC titles they 
create. This cross-platform poDination will most likely be 
strongest with Xbox games, given the platform’s PC roots 


W hen Britain's loudest rock band, Spinal Tap, 
recorded the now-legendary album Smell the 
Clove (released as the Black Album), they 
mixed it in “Dubly" (Dolby) to give it that unique 
sound. When we heard Dolby Stereo in Star Wars (1977), it 
forever changed how we experienced movies. And when 
Dolby Digital 5.1 invaded our homes, Ray Dolby et al again 
redefined the cinematic sensation. The ability not only to 
re-invent an experience but to fundamentally change our 
conception of it is one of teclmology's greatest powers. 

Bringing Dolby’s sonic wizardry to gaming seems 
like a no-brainer. With a wealth of S300 5.1 speak- 
ers, and 5.1-capable sound cards from Turtle 
Beach, Creative, and Philips, these companies are 
betting that 5.1 wUl be the next Big Tiring. (A 5.1 
speaker setup has a subwoofer and five satellite 
speakers: front-left, front-center, front- right, 
surround-left, surround-right.) If Dolby Digital can 
do for games what it’s done for movies, it may be 
on to something. When you consider that all three 
of the new consoles (PlayStation 2, GameCube, and 
Xbox) will have Dolby Digital capabilities too, 
suddenly this starts to get interesting. But there 
are several hurdles to clear. 

First, there is the practical consideration of unit- 
ing the tribes. Most PCs don’t live in the family room, 
where most 5.1 speaker rigs wind up, so let’s approach this 
the other way: Put the 5.1 speakers where the PC is. This 
might seem the easier way to go, except that you’ve got to 
run wiring for the two rear-channel speakers, which— given 
the home offices (read: converted broom closets) where 
most PCs live— may not be an easy task. Here’s where it 
makes sense to fall into console gaming's slipstream. 

Console Drafting 

In bike racing, drafting is a teclmique in which 
you ride behind the leader of the pack, letting 
him or her bear the brunt of the oncoming wind 
while you pace and don’t have to work as hard. 

It’s this kind of arrangement that console 
games (the leader) will have with PC games 
(the drafters) with Dolby-enhanced 
audio. Several factors combine for 
console games to lead the way. For 
starters, the new consoles will be in 
gamers’ living rooms where that 5.1 
speaker array will be. So, given the pres- 
ence of the needed run-time hardware 
(the console and 5.1 speaker set), 
console game developers can begin to 
seriously consider how their game 
audio could sing in 5.1 glory. Great. 

But what about us PC gamers, who 


and that games written on it will use DirectX. 

Sonic Parlor Tricks 

I’ve been evangelizing about 3D positional audio here at 
CGW for several years, and I continue to believe in its 
power to make great games greater. Titles like SYSTEM 
SHOCK 2 and THIEF serve as prime examples. But the prob- 
lem with 3D positional audio in two channels is that listen- 


I’ve been evangelizing about 3D 
positional audio here at CGW tor 
several years, and I continue to believe 
in its power to make great games 
greater. Titles like SYSTEM SHOCK 2 and 
THIEF serve as prime examples. |d 



ers localize (determine the location/direction of a sound 
emitter) with varying ability, both in the real world and 
when parked in front of a pair of PC speakers. There’s also 
the problem of “sweet-spotting,” when you move your 
head out of a certain, fairly limited area, and the 3D imag- 
ing essentially falls apart. Despite some success stories, 
the truth is that a real speaker beats a phantom speaker 
any day of the week, and it looks like our sonic future has 
six chajrnels in it. Although truly Dolby Digital-aware titles 
are a good ways off, these new sound cards can take exist- 
ing DirectSound game audio and output it in a Dolby-like 
5.1 format, even though the game isn’t Dolby-aware. This 
is a great step in the 5.1 direction and allows game 
developers to begin thinking in six chaimels instead of 
two. Although I’m not ready to clutter my 
broom closet/home office with a 5.1 speaker 
rig just yet, as soon as the first killer game 
ships that proves Dolby Digital’s mettle for 
PC games. I’ll figure out a way to array those 
surround channels to transport me further 
into that game’s world. 


MidiLand's S4 82Q0 speakers aller true 
Dolby Digital surround sound for about S400, 
but you’ll need a 5.1-capable sound card to 
fully experience them with your games. 


Will Dolby Digital advance the state of PC 
gaming audio, or is it just hype from Dolby 
and soundcard makers Jooking to seil their 
latest wares? Give me your take at 
cgwJiardwareiS'ziffdavis.com. LisLJ 




COMPUItn GAMING WORLD • caw.gimes 






»w||me]^c^!lilht^D^pliiH|^^S^^^ 

P.^-^'r^l ^t K > ^ PC- OCTOBER 2000. 


You said gimme the uitimate 3D gamer board and ATi did with the award-winning RADEON" 64MB DDR. 
RADEON" 64MB DDR deiivers hurricane-force, reaiistic 32-bit true coior 3D graphics, has the most 
comprehensive support for DirectX* 8.0 so you can play aii the top 3D games now and in the future and 
features industry-leading DVD piayback. RADEON", now you got it. Now you get it — all. 


11 i 


Visit ati.com 


Copyright 2000, ATI Technologies Inc. All rights reserved. ATI, RAOEON and RAOEON ODR are trademarks andtor 
registered trademarks of ATI Technologies Inc. All other company and/or product names are trademarks and/or 
registered trademarks of their re^sective manulacturers 




HARDWARE 


+Tecii Medics 


Yau^/e Got Gluestions, We^/e Got Answers by Dave Salvator 


Wounded on the technological front? Our medics may be able to patch you up and get you back into the action. 
Send your gaming-related technical questions to cgw_hardware@ziffdavis.com. 



Cable Modem 
Users Are 
People Too... 

I've received a ton of mail 
from readers whose DSL 
and cable modem connec- 
tions are now going much 
faster after using our 
suggestions (“Under the 
Hood," December). Many 
readers got the 3X 
speedup I saw when I 
tweaked my ADSL con- 
nection, and while I'd like 
to bask in the glory on this 
one, the real props go to 
dslreports.com for being 
such a terrific resource. If 
you haven't tweaked your 
connection yet, try it out, 
and you'll likely be pleased 
with the results. There ivas 
one point of confusion, 
though, that this reader 
brought to light: 


I just read in your 
December 2000 issue 
that there was a 
guide for tweaking 
DSL connections, but 
that site seems to 
talk mostly about DSL 
and not cable 
modems. It also 
doesn't seem to have 
any information for 
Windows ME users. 

I should have menlioned that these 
TCP/IP stack tweaks apply to any 
broadband connection. The goal Is 
to tune your IP stack to run 
optimally with whatever pipe It's 
talking to. Cable modem users, as 
well as ISDN users, can benefit 
from these tweaks. As for Windows 
ME, despite the addition of several 
new wizards to help Install things 
like home networking and ISDN, its 
networking guts are pretty much 
the same as Windows 98's. and as 
such, they're not particularly bright 
about auto-configurlng for whatev- 
er connection you're using. I'd 
suggest trying to tweak your 
connection using dsireports.com's 
DoclorTCP utility, and it it doesn't 
yield you any speed gain, you can 
either revert back to your previous 


settings (note them before you 
begin tweaking), or leave the 
new settings. 

A Momentous 
Decision 

I have a Diamond 
MX300 sound card in 
my machine right 
now. It's based on the 
(now defunct) Aureal 
Vortex 2 chipset. It 
was designed specifi- 
cally for A3D. On your 
Power Rig profile, you 
chose Creative Lab's 
“Sound Blaster Live 
Platinum" sound card. 
Under “The Skinny" it 
says, “For four-speak- 
er DirectSound, A3D, 
and E AX." Is it, _ 
indeed, compatible 
with the A3D 2.0 for- 
mat? Not to pressure 
you, but your answer 
will determine 
whether or not 
Creative Labs sells 
another Sound 
Blaster Live 
Platinum card. This 
sale could make 


Case Quest Continues 

I was reading about the ColorCases’ Millennium case. Did you ever 
get one? If so, how was it? Is it the answer to your long-held 
dream of a G4 case for the PC? 

Yes, I did get ColorCases' Millennium case, and as billed, it does Indeed have a side-panel 
that opens like an oven door, bringing the motherboard out where it can easily be worked 
on. What It doesn't have is any shielding whatsoever. In other words, it's just plastic, with 
no metal liner to keep the electronic “noise" that a PC generates Isolated. The debate con- 
tinues as to the dangers of EMI (electromagnetic interference) to human health; that Issue aside, 
the werkmanship on the case was good, but not great. The side oven-door panel fit pretty well, but all 
of its fittings are plastic so it doesn't feel as solid as you might expect. The search for the perfect PC case 
presses on. If you find that dream case, let me know. 


or break Creative 
Labs. Their fate is in 
your hands. 


I'm sure the guys at Creative are 
trembling as they read this. Hey. a 
guy can dream, can't he? Anyway, 
I'm pretty sure that the Sound 
Blaster Live cards do not support 
A3D 2.0, though the latest version 
of EAX supports many of the same 
features (occlusion and "wave 
tracing" in particular). Not many 
games actually Implement A3D 2.0 
features, but if they're doing 3D 
audio via DirectSoundSD, the Sound 
Blaster Live family are certainly up 
to the task. What will be Interest- 
ing Is this: Creative bought out the 
A3D intellectual property portfolio 
at Aureal's fire sale, and It 
remains to be seen how these 
technologies (A3D 2.0 among 
them) will re-emerge. If at all. or 
whether Creative will just bury 
them somewhere. More to come on 
that one. 



ColorCases’ 

Millennium ($100) has 
a drop-down side door 
for G4-like access to 
your rig's innards. 





"Faster than a Ferrari, and 
more reliable." 

- Computer Gaming World 


INSIDE GAMING 


■ IKSIDl^TACTICAX SIMS 


I BY RAPHAEL “SFCOIVIIVIANDO”LIBERATORErlcnaneMLcG«i | 


Reinforcements Arrive 


THE TACTICAL SHDOTEB GEMRE IS THE REAL DEAL 


ho would ever have thought that games dedicated to realistic military combat models would have this much appeal? Although I’m a 
big fan of tactical sims, I didn’t think the craze would last much beyond TOM CLANCY'S RAINBOW SIX, and neither did the think- 
tank nucleus at CGIVHQ. Thankfully, after demonstrating hand-to-hand combat, room-clearing, survival, pyrotechnics, and interro- 
gation techniques on the editors, they suddenly found the wisdom to grant me an Inside Tactical Simulations column. As some of us already 
know, the tactical sim genre truly began less than three years ago with the release of SPEC OPS: RANGERS LEAD THE WAY, the first realis- 
tic combat shooter since NAVY SEALS. But most folks didn't join the fray untU RAINBOW SIX made its mark, after entrenching tactical sims in 
the hearts and minds of gamers worldwide. The time for this genre couldn't be better— operational tempo is in full swing. Here's a SITREP of 
what to expect: 


Current Deployments 


SWAT 3 Close Quarters Battle Elite Edition Developer: Takedown Sludios • Publisher: Sierra Studios * Deployed 
■ SWAT 3 Elite edition is both a free download for former SWAT 3 owners, and a stand-alone 
product. S3EE offers plenty of enhancements to an already realistic 3D game about police counter- 
terrorist/hostage-rescue missions. Not only does S3EE provide five new maps, 150 characters, improved 
Al, and in-game tweaks, but Takedown Sludios has included one of the best map, mod, and scenario- 
editing tools around to keep the SWAT community churning out add-ons. Most heralded is S3EE’s multi- 
player component, containing co-op and deathmatch games. 





Rdqug Spear: Urban Operations Oeveluper/Publisher: Red storm Entertainment * Deployed 

■ URBAN OPERATIONS is the ROGUE SPEAR mission pack where players send an elite team of international counter-terrorists on five new 
missions. UO also includes the entire collection of original ROGUE SPEAR missions, as well as additional weapons, interface tweaks, mods, and 
new multiplayer game types. RS/UO is the benchmark tactical simulation. 


Rainbow Six: Covert Operations Essentials Developer: Magic Unlem/Zomble Sludlos/Red storm 
Entertainment * Publisher: Red Storm Entertainment * Deployed 

■ COVERT OPERATIONS ESSENTIALS is a ROGUE SPEAR stand-alone product. COE 
comes with three new missions, including an almost realistic Bolivian jungle operation, as 
well as seven challenging training missions. But the meat of CO is loaded onto the 2nd 
CD, and contains all of the counter-terrorism information you'll ever want to know. 


Delta Force 3: Land Warrior Developer/Publlsher: Novaloglc • Deployed 

■ DELTA FORCE 3: LAND WARRIOR is the most recent installment of the DELTA FORCE series, and 
offers a more robust 3D engine in both polygons (for more complex indoor environments) and voxels (for 
larger outdoor environments). LW also adds five new characters, 30 single-player missions, an in-game 
save feature, and additional weapons and equipment including the U.S. military's Land Warrior modular, 
integrated weapons system. However, LW's main appeal is multiplayer, where up to 50 players can shoot 
it out in a variety of games, and earn rank on Novalogic's own Novaworld 2 servers. 



Half-Life: Counter-Strike Developer: Valve Software * Publisher: Sierra Sludios • Infiltrated 

■ HALF-LIFE: COUNTER-STRIKE contains a number of online favorites: COUNTER-STRIKE, OPPOSING FORCE, and TEAM FORTRESS 
CLASSIC. COUNTER-STRIKE is arguably the most popular shooter mod roaming the net. OS is high on team-based gameplay where players 
assume roles of terrorists or counter-terrorists. Depending on which side they play, gamers have access to different weapons and equipment as 
well as to unique attributes and gear upgrades. A number of missions include rescuing a hostage or eliminating key enemy structures. If there’s 
a benchmark game for realism vs. gameplay, then OS is it. 






7 

INfSIOE TACTICAL SIMS 


Awaiting Depioyment 

1 


Project IGI Develnpur: Irneriaop * Publisher: Eldus * 01 2001 ^ 

■ I'M GOING In is a 3D action/tactical shooter stressing cunning and covertness over firepower. Players 
take on the role of Agent Jones dispatched to stop a rogue Russian colonel from nuking all of Europe. 

Equip Jones with the latest spy gadgetry and spec ops weapons while utilizing skills in thievery, computer 
hacking, sabotage, and reconnaissance. Players may interact with military vehicles and aircraft across 
extensive environments. 





Hidden & Dangerous 2 Developer: illusion Soflworks * Publisher; TalonSofI * Q1 2001 

■ HIDDEN & DANGEROUS 2 follows its predecessor as a tactical simulation based on the exploits of WWII British SAS commandos. As 
expected, H(1D2 will bring several improvements to the original, like a tactical map enabling players to advance soldiers using the same 3D mode 
commands. Add simultaneous camera views from all commandos, improved Al, multiplayer games beyond co-op play, and the all-new INSANITY 2 
engine sporting real-time shadows, real-body physics, and object morphing: plus, players will now be able to shoot through objects and destroy the 
environments around them. 




Team Factor Developer: 7FX • Publisher; To be determined. • 03 2001 

■ TEAM FACTOR is another modern-day tactical shooter containing 16 missions, 
thematically bunched into four campaigns. TEAM FACTOR is unique because each 
mission goal is divided into three teams, each possessing their own specialties; 
There's Blue NATO, Red Spetznatz, and Black World - formed from various nations 
and unique objectives. Teams can raid or recon an area, capture an individual, or 
secure information online. 


Operation Flashpoint Developer; Bohemia Interactive * Publisher: Codemasters • Q1 2001 
■ OPERATION FLASHPOINT takes place in the alternate history of Cold War 1 985. 
Command a large squad of up to 1 2 soldiers or use any of the available military vehicles 
or aircraft, including parachute insertions from Hinds and Blackhawk helicopters. The 
developer is also including a full-featured mission editor and multiplayer combat. 


Battlefield 1942 Developer: Digital Illusion CE (formerly Refraction Games) ' Publisher: Pan Interactive ■ 03 2DB1 
■ From the makers of CODENAME EAGLE comes BATTLEFIELD 1 942, a highly realistic 
3D tactical simulation reconstructing the great battlefields of WWII - such as D-Day, El 
Alamein, Stalingrad, and Iwo Jima - in 1 6 scenarios. Players may feel as if they're playing ^ 
role in Saving Private Ryan. Chose a side for your POV character: Allied Forces or the 
Axis Forces of Germany or Japan, BF will have many of the same large maps and the inter- 
action with objects that CE did, such as driving armored vehicles, tanks, and aircraft, or 
directing an artillery strike and watching the shells hit their targets. Look for a full-featured 
multiplayer component as well. 


Rogue Spear 2 

■ There's rumors circulating around the Net about Red Storm developing another sequel 
to its highly regarded RAINBOW SIX line. I’ll let you know all about it as soon I gather more 
intel from Red Storm. 


■ Though currentiy retired from the U.S. Army Special 
Forces, Raphael Liberators remains active in the Special 
Forces community, including his local chapter of the SF 
Association. When not writing reviews for CGW, serving as a 
technical advisor for military contractors, or playing "Mr. 

Mom" to his two kids, Raphael can be found running his Mac 
gaming website at www.clanmacgaming.com. 


What’S going on? 

...with PRIVATE WARS? TS Group Entertainment had been develop- 
ing this game well before SPEC OPS: RANGERS LEAD THE WAY and 
RAINBOW SIX hit the shelves many moons ago. Last I checked, TS 
Group divided PRIVATE WARS into two games: PRIVATE WARS for tac- 
tical shooter fans, and PRIVATE WARS COMPONENT. Stay tuned. Khiv 





I BY ROBERT COFFEY rDbErt..colfeyt§zmilavis.com 


Bulldini Bridges 


T he HEROES OF MIGHT & 
MAGiC series has been a 
favorite of hardcore strat- 
egy gamers for years, and has 
been the drug of choice for 
more than one hopelessly 
addicted CGW editor. Hoping 
to tap a more casual gaming 
market, 3DO has created the 
HEROES CHRONICLES series. 
Four of a projected six of these 
stand-alone products will ship 
in time for the holidays, each 
containing a single mini-cam- 
paign, each lacking multiplayer 
and random scenario options. 

The goal of these products is to reach 
a broader audience than the HEROES line gener- 
ally reaches. While traditional game retailers have 
been snapping them up, 300 has been able to 
ship a large number of copies to retailers like Best 
Buy and Costco. At under $20, HEROES 
CHRONICLES games are priced to compete with 
the DEER HUNTERS of the world while offering 
more gameplay, 

While the Al hasn’t been modified, some adjust- 
ments have been made in order to make the game 
easier to play and win: The maps are generally 
smaller; Al opponents have no advantage in 
resources, towns, and so forth; all the resources 
a player needs at the beginning of a mission are 
available near the player’s starting position; and 
power-up locations near starling positions 
ensures that heroes develop quickly. 

We've been playing the first two of the series - 
CONQUEST OF THE UNDERWORLD and 
WARLORDS OF THE WASTELAND - and while we 
concede that they're easier, we're hooked all over 
again, If the CHRONICLES business model pans 
out, expect to see more publishers maximize prof- 
its and broaden audiences with similar stripped- 
down products. This should be great for building 
audiences - we just hope the marketers don't 
decide that a blanket “dumbing down" of their 
products constitutes a smart business model. 






IS THE BIGGEST SHOOTER OF 2001 ACTOALLY A STOATEGY GAME? 


TF2 a FPSRTS? WTF? 

W e can neither deny nor confirm the rumors— we double-checked with the 
source and got no definitive answer. But we’re not about to let a lack of 
confirmation prevent us from trafficking in rumors, particularly rumors that 
spring from the mouth of Robin Walker, lead designer of TEAM FORTRESS 2. 

While this oft-delayed potential blockbuster has topped most gamers' wish lists for 
over a year now, we've all been pretty certain of what it would be; the next iteration 
of TEAM FORTRESS CLASSIC— an insanely addictive, teara-focused, role-based shoot- 
er. But now we're not so sure. In an online interview, Walker likened the game to a 
first-person strategy game, complete with all the interface functionality of a C&C or 
STARCRAFT. This means you should be able to hot-key groups of units, grab units in 
"band boxes," and issue commands. Does this mean that TF2 is abandoning its 
wildly popular roots? Frankly, we don't know; our efforts to discuss this interview 
with Valve Software were answered with polite demurrals and an admission that 
Valve wished Walker had just as soon not given that slightly loose-lipped interview. 

But we can conjecture, so here goes; Walker was specifically describing the game's 
more removed "commander” mode, where one player guides the others on his team. 
While Walker did say that Valve had started to think of TF2 as a "first-person strate- 
gy game, ” we’re betting that this means that strategic elements are going to be 
emphasi 2 ed in a way heretofore unrevealed, but that the shooter-style action is stiD 
firmly in place. But this does sound like good news for strategy players. For one 
thing, teams will probably benefit greatly from having an experienced tactician steer- 
ing the carnage; for another, the abOity to command ‘bots as well as players means 
that the reflex-challenged wiU still be able to enjoy what may be one of the future 
landmark titles in gaming. We'll be sure to fill in the details as soon as Valve starts 
confirming/denying the rumors. 


Fighting the Power 

F orget play-balancing, graphics, and powerfuUy diabolical units. Everyone 
knows that the key to making a strategy game is to come up with a 
compelling, innovative storyline. ..as long as it involves a ragtag band of rebels 
taking on an evil, oppressive corporation or government. See if you can match the 
upstarts below with their respective oppressors. 


Ragtag Rebel 

1. Sprawlers 

2. Order of The New Dawn 

3. Clan Farguarson 

4. The Rebellion 

5. Rebels 

G. Freedom Guard 

7. The Chosen 

8. Brotherhood of Nod 

9. The Eldar 

10. Bandits 

11. ARM 

12. A.I.M. 

13. The North 

14. VUarMonkeys 

15. Mayhem Soldiers 

16. CGMA Staff 


Oppressor 

A. Imperial Army 

B. Imperium 

C. Imperium 

D. Empire of Man 

E. JDA 

F. England 

G. George Jones 

H. Arulco 

I. The South 

I. Global Oefense Initiative 

K. Imperial Order 

L. Crayven Corp 

M. 7th Legion 

N. Corporate Syndicates 

O. CORE 

P. Gao Qiu 


ANSWERS (PIJO^ 0UIIIIB0 joinduJOQ) 0-9 1 '(UJauXoi^ loioj.] fj-Sl 

'(JEM |0 SBOQ) x-frl '(Hliog 'BA MUOM) |-si '(5 oouBjUtf paescf) h- 51 '(uoiicimiijuv [OlOi) Q-U 
'(Buix iiputjgi d-Ol 'I'^M 1° s®I!U ^OOO'Ot' JOmujBqjiiM) 0-6 '(wnbuoo S puBiuuioo) r-8 '(uoi6a-| mi) Vi-L (uBiey 
'I'BQ) 0-9 '(Buisudn) B-S '(japueuiiuoo aojoj) v-fr ■(iJeopoAUjg) j-e '((Ojiuoo punojo) -1.5 ‘{z uBjay JiieQ) g-i 




I BY STEPHAN “DESSLOCK” JANICKI desslockigdesslack.com | 


ION STORM'S PARANOIA MAKES FOR A WILO SOCCESS OUERSEAS 


DEII8 EX Storms Europe 

I f Americans and Europeans like the same kinds of computer games, 
can the new world order be very far behind? Titles that sell well in 
North America generally make for big sales in Europe. And you can 
usually get a decent idea of a title's worldwide sales by doubling the 
North American figures supplied by number-counters like PC Data. 

Notable exceptions to those guidelines? Not surprisingly, games by 
European developers perform better in Europe than in North America, 
particularly soccer titles like the CHAMPIONSHIP MANAGER series. And 
for several years, titles that required 3D video cards sold comparatively 
worse in Europe; that technology took longer to gain market acceptance 
there. But the latest exception is probably the most difficult to rational- 
ize: Europeans love— and I mean love— Ion Storm’s DEUS EX. 

Deus Ex sold well in North America and spent several weeks on PC 
Data’s list of the Top 10 weekly sellers, but in Europe— particularly in 
England— the action/RPG dominated the charts all summer, despite com- 
petition from heavyweights 
like DIABLO II and THE SIMS. 

On the European Leisure 
Software Publishers 
Association charts, DEUS EX 
remained on the Top 10 list 
of U.K. bestsellers for three 
months, and for most of 
August the game was in the 
top spot. 

In November, the British 
Academy of Film and 
Television Arts selected 
DEUS EX as the top PC game 
of the year. The BAFTA 
award confirms DEUS EX'S 
remarkable popularity and 
critical acclaim in the U.K., 
even if some of BAFTA’s 
other awards are completely 
incomprehensible (witness 
the adulation bestowed upon 
BBC's Golf and Wimbledon 
coverage, which tied for 
"Best Enhancement of Linear Media"). 

Why was DEUS EX such a blockbuster hit in the U.K. and the rest of 
Europe? Perhaps because the game rekindled the affection the Brits have 
for James Bond-ish escapades, in which case Fox Interactive should see 
magnificent numbers for NO ONE LIVES FOREVER. 

The legions of hardcore RPG fans in Europe may also have had some- 
thing to do with the phenomenon. This— when combined with the fact 
that Europeans have historically supported first-person perspective 
games with more depth than your average shooter— could explain the 
difference. 

And then there's simple logistics. European publisher Eidos may sim- 
ply have better distribution channels in Europe than in North America, 
given the increasing difficulties publishers experience getting and keep- 
ing significant shelf space at major retailers. 

Either way, bet that Eidos and designer Warren Spector aren't com- 
plaining. Nor should they — DEUS EX is a fantastic example of moving the 
first-person perspective forward. 



Bethesda’s 
Piratey Gamble 


CAN THEY LEVEL UP WITH SEA DOGS? 


B ethesda Softwork's two expansive Elder Scrolls RPGs, 
ARENA and DAGGERFALL, were fantastic (though initially 
buggy) games released during probably the weakest peri- 
od for the genre, the mid-1 990s. Yet four years after the release of 
DAGGERFALL, the company has yet to release a comparable RPG, 
and the company has struggled financially as a result. 

Bethesda's two action/RPG spin-offs of the Elder Scrolls series, 
REDGUARD and BATTLESPIRE, were commercial failures. 
Bethesda proved unable to complete other promising projects, 
such as Tenth planet, and did a poor job of translating the 



Terminator license into a commercially successful game. Bethesda 
actually has a lot in common with Sir-Tech Software, another small 
publisher that had a successful series of RPGs and yet made a 
poor decision to abandon that franchise to focus on other projects. 
While Sir-Tech Software ended up abandoning the publishing 
game, Bethesda is still trying to get back on track. Work is pro- 
ceeding apace on the next Elder Scrolls game, MORROWIND (see 
our preview this issue), but in the meantime, they are hoping that 
their new game, SEA DOGS, might be the game to start that 
rejuvenation. 

Sea dogs is a very different style of RPG. with a realistic set- 
ting that emphasizes naval combat. Although the game wasn't 
developed internally (it was created by Russian developer Akella), 
it is reminiscent of Bethesda's previous RPGs in that gameplay is 
non-linear, allowing players to freely explore the gaming world and 
to form allegiances of their own choosing, Players can choose to 
align with one of three naval powers - France, Spain, or England - 
or act as a pirate with loyalties solely to greed. 

The pirate milieu has been surprisingly underutilized in computer 
gaming, and has never been the setting for a role-playing game, SiD 
MEIER'S PIRATES is an extremely well-regarded game, but it 
wasn’t a role-playing game. ULTIMA creator Richard Garriott fre- 
quently stated his desire to make a game in that setting, but to dale, 
hasn't been able to fulfill that ambition. 

But even if SEA DOGS turns out to be a great game, and even if 
it cost Bethesda little to obtain the North American publishing 
rights, I can't help feeling that the company should have focused its 
limited resources on getting MORROWIND out the door. Most 
gamers are unlikely to take the chance on a Russian-imporl like SEA 
DOGS, or even to have access to the title given Bethesda's limited 
publishing muscle. The best Bethesda can hope for is that SEA 
DOGS will provide the company with a decent return on its invest- 
ment, in order to give the extremely ambitious MORROWIND the 
opportunity to finally be released. 





INStPE/iSPORTS 


[ BYTOIVI PRICE tom.,pticeiffizi(tavis,co[!i | 


FOR MRNV SPORTS FANS, IT’S ALL ABOUT THE STATS, BAST 


Graphics Shmaphics 

S ure, Ihe reflection of the Trans World Dome's stadium lights off of Marshall Faulk’s helmet in MADDEN 2001 may dazzle us into dementia, 
but hardcore sports gamers don’t care none for no purty graphics. Text-based sports games are still where it's at for many who prefer an 
exact statistical recreation of a sporting event. Unfortunately, they don’t get the kind of marketing push that the MADDENS and HIGH 
HEATS enjoy, but based on the number of emails and calls about them that we get here in the CGW offices, text-based sports sims still have a 
significant audience. Here’s a look at the latest happenings with your favorite text-based sports games. 


Front Office Football 

Fans of the FRONT OFFICE FOOTBALL franchise are no strangers to 
frustration. When Solecismic founder and cliief programmer Jim 
Gindin signed a contract to do the sequel to the highly successful 
original FOF (a CGW Editor’s Choice Award wiimer) for publishing 
powerhouse EA Sports, many gamers were thrilled to see a text- 
based sports game get the kind of 
mainstream acknowledgement (as well 
as the support of a major publisher's 
marketing and PR machines) that other 
action-oriented sports games receive. 

FOF 2 sold well through EA’s website, 
generating a lot of anticipation for the 
third installment, FRONT OFFICE 
FOOTBALL 2001. So where is it? 

Well, it is complete. After consider- 
able wranglings over the official NFL 
license, the game was made available 
for download from EA 
Sports' website on 
November 1st. But a 
few days later, the NFL 
and AOL asked EA to 
take it down, due to a 
licensing and distribu- 
tion dispute involving 
rights to all officially 
licensed NFL products. 

As of press time, the 
game is still in limbo, 
but Gindin is hoping 
for a quick resolution. 

Hopefully, the game 
wUl be available by the 
time you read this— regardless, you can count on a review in next 
month's CGW. 

Probably more exciting to football fans may be Gindin’s new title, 
THE COLLEGE YEARS (working title). More than just FRONT OFFICE 
FOOTBALL With college rosters, THE COLLEGE YEARS allows you to 
create football dynasties, from the recruitment of blue chip high 
school players to the hiring of crack assistants to the winning of 
national bowl games. Plus, you’ll be able to export your graduating 
players into a draft file that can be used in FOF 2001 (or any other 
FOF title). With the dearth of coUege sports titles for the PC, this one 
has us waiting on pins and needles for its 2001 release. 

IMonbey's Mogul Series 

Infinite Monkey was another text-based sports game success 
story. Their BASEBALL MOGUL software— which allows gamers to 
control every aspect of owning a major league basebaU franchise, 


from salary negotiations to setting the price of hot dogs— was 
licensed by Microsoft for their BASEBALL 2000 title. The inclusion of 
the MOGUL code was one of the higher points of that very flawed 
title. So when Microsoft armounced the discontinuation of their bur- 
geoning PC sports line this year, it left some people wondering what 
would happen to iMonkey. Fear not, because iMonkey president 
Clay Dreslough assures us that they 
retained the rights to the MOGUL 
name and software, and will be releas- 
ing a new Baseball mogul game in 
time for next year's season. 

No exact word on the status of 
FOOTBALL MOGUL, but Dreslough con- 
firms that there are several MOGUL 
titles currently in development, with 
no publishers attached as of yet. 

The Future and the Past Meet Head On 

The next natural evolution for text- 
based sports sims would seem to be 
online, or so think the people behind 
www.SportsatHome.com, the latest 
Web venture to attempt to be the be- 
all, end-all PC sports gaming site on 
the Web. And based on the model they have in develop- 
ment, they could very well do that. 

What SportsatHome.com wants to do is to let gamers 
play text-based sports sims (or “strategic coaching sims," 
as they're calling them) in "virtual stadiums" on their site, 
against other human gamers or the computer. By logging 
on, you'll be able to play Major League Baseball; NFL, 
NCAA, World League, and USFL Football; and NBA and 
ABA Basketball— among others— with fully accurate histor- 
ical teams. There wOl be leagues, full seasons, tourna- 
ments, or just one-on-one matchups. The system is even "appliance 
agnostic," meaning that the site is being configured so that people 
can play not just over computet, but with PDAs and cell phones— in 
essence, anything that can connect to the Web. 

So now you're asking, what about the games themselves? How do 
we know they’ll be any good? Well, you can take this little fact as an 
indicator; SportsatHome.com has bought the rights to the entire cat- 
alog of Lance Haffner's games. That's right— the Sid Meier of text- 
based sports sims has partnered with SportsatHome.com (as have 
other developers like Time Travel Games) to embed his game 
engines into their site. 

So not only are you getting a potent matching and player-ranking 
system, you're also playing games developed by the best and bright- 
est sports Sim developers out there. This is not only big news for 
fans of text-based games, but for PC sports fans in general. And lord 
knows we could use some good news, 


h^islanaStote ot Mississippi 



sndAtoucndcrwn! 








ACTION 


BY THIERRY NGUYEN ihierry_n8uyen@ziffdavis.cQm 


WISHING FOR Al THAT'S ii/IORE LIKE 200rs HAL AND LESS LIKE BUCK ROGER’S TWIKI 

Halfwits With Guns 



industry “aiming to create a much more vibrant world around the 
player, that is in motion even when there is no action happening.” 

Echoing many of the sentiments from DEUS EX, he asks for a 
game where "the player feels like they are the hero in a real world, 
not just a virtual shooting gallery. I also would like to see a lot more 
interaction between AI and their environment. 1 want an object -rich 
environment for both bad guys and bystanders. 1 want to see an AI 
buy a newspaper, read it, and tlnow it into the trashcan. Little 
touches like these that make the world feel more real. I want to be 
in a shootout with some henchmen in a kitchen, have one of them 
run out of ammo, grab a large metal tray, and use it in a vain 
attempt to deflect my bullets." 

Long mentions a surprising influence in relation to where he 
thinks game AI should be headed. "In all honesty, one of the most 
unique gaming experiences I had last year was with THE SIMS, and 
I think there is a lot the shooter world can learn with regards to the 
motivational and environmental interaction components of their AI, 
as odd as that may sound. ” Looks like Will Wright was onto some- 
thing when he crafted his people simulator. 

This is just a little bit of what some of the top minds behind 
shooter AI are looking forward to. Teammates who can clearly 
illustrate what the heck they're thinking, and do a competent job 
of it; enemies that really take advantage of the world around them. 
We'll be starting a new year by the time you read this, so hopefully 
weil be on our way to having shooters with brainiacs instead of 
bumpkins. 


T he action staple of the moronic terrorist/hellspawn is fading 
away. With modern gaming machines capable of performing 
a bajillion calculations per second, we’re no longer satisfied 
with the ubiquitous goon that shambles forth into your gun barrel. 
We want enemies that flank us, enemies that use cover, enemies 
that follow the same rules and conventions that we do — rather than 
have their own unique rule set that is akin to cheating (godlike aim 
being a common one). With shooter AI being pushed further and 
further, where do we go next? What should be the next step in AI 
evolution? Well, since the last thing I “programmed” was an inane 
text-game for my TI-82 calculator, I decided to ask the people who 
ate actually paid to create good computer brains for shooters. I 
asked these guys what they're looking for in the future, and two 
topics came up: better teamwork and environmental 
awareness/interaction. 


Go Team Go! 

Teamwork is becoming a bigger part of shooter AI, and while 
there has been progress, there’s still room for improvement. John 
Anderson, the AI Lead for SWAT 3 and 4, remembers focusing on 
team AI because “if a bad guy does something dumb, you shoot 
him and then go on to the next one. If a teammate does something 
dumb, it breaks the immersion and makes you want to restart the 
mission." He thinks that the next step calls for “an Al-controlled 
enemy team that actually works as a team. Or having your team 
managed by an Al, for [gamers] who would rather follow orders.” 

Steve Polge, AI Guru for UNREAL 
TOURNAMENT, also wants smarter 
buddies for the player. He wants 
teammates who “behave realisti- 
cally, are not annoying, take 
orders, and react intelligently to 
unfolding situations." Interestingly, 
he cites the use of graphics to 
enhance AI, saying, “skeletal ani- 
mation will also really help, 
because it’ll allow a much greater 
number of animations, and anima- 
tion is one of the best ways for a 
creature to convey intention. [It 
will] make it clear to a player what 
it is doing and why." 


Sim-ple Wants, Sim-ple Needs 

Brian Long, AI Programmer for 
NO ONE LIVES FOREVER, went for 
a bigger vision when it came to 
answering this question. While 
there will still be some "AI funda- 
mentals that all these games will 
share— systems for pathfinding, 
animation, motivation, senses, 
etc.,” the diversification of the 
genre will call for specific, focused 
AI goals. For the traditional, story- 
driven action-shooter, he sees the 



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fight against the ruthless 
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•BANJO-TOOIE’ Travel 
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COMPUTER GAMES: STRATEGY 


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‘SUDDEN STRIKE’ Is a real-time 
strategy and tactical simulation 
game. Set in WWII, witti Russian, 
German, Frencn, American & 
British missions focusing on tacti- 
cal fighting. Up to 1,000 units per 
scenario, giant maps, realistic gun 
’real" 
irience 
to the 
i: up to 12 

players and 4 teams. 

Strategic (Strategy) 
Release; 02/01 
PC CD 




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Close Combat 4 11/99 

Close Combat Trilogy 09/99 

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3 



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'lanescapeTotmeni 


Interplay (Roleplaying) 
Release; NOW 
PC CD 




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itedtoa12is 



'FALLOUT TACTICS’ Is a 
squad-based, third person 
tactical combat game with 
RPG character 
meni and a mission-based 
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turn-based and 

Continuous Turn-Based 
play. Falloul Tactics also 
features a robust multi- 
player engine and takes 
place in Ihe post-apoca- 
lyptic wasteland of the 
middle of North America. 


Interplay (Strategy) 
Release; 02/01 
PC CD 





Coming Soon! 

Myst III! Exile PC $44.95 

Stars Supernova PC $39.95 

Anaehnnox PC $38.95 

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new solar systems 
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'AMACHHONOX' is a 3D RPG from. 
Ion Storm that uses the Quake II 
engine In a third-person, single 
player game with real-time combat. 
Control up to three characters as 
they trek across the galaxy and the 
three dilferent dimensions. Search 
through more than 100 levels and 
fight over 150 monsters In your 
quest to find the truth. 


♦■kfilrli* 


Eidos (Roleplaying) 
Release; 03/01 
PC CD 


D’OH' Is home to the Sensory Focal 
Devices, the greatest archaeological 
discoveries of the illustrious Duke. 
Each and every member of that 
fated archaeological expedition that 
discovered these treasures has died 
or disappeared without a trace, 
leading some to believe that the 
palace and these wonderous 
devices are cursed. 


Karma Labs (Adventure) 







I BY BRUCE GERYK cereiiiQny@nBl66.CGin 


LEARNING A LES5DN FROM SQUAD LEADER 


Squad’s Labors Lost 

W hat a wasted opportunity. 

What a shame. 

No one expected Microprose's 
SQUAD LEADER to be a carbon copy of 
Avalon Hill's iiber-complex boardgame. But 
we did hope that it would be a fun, engag- 
ing tactical wargame that would bring all 
the excitement of JAGGED ALLIANCE or 
X-COM to the Western Front, Sadly, all we 
got was a rehash of an old, broken game. 

Derailed in the Roundhouse 

The reason this bothers me so much is 
that watching the development of SQUAD 
LEADER was like watching a train wreck 
that you know is going to happen long 
before impact, but which you are com- 
pletely powerless to prevent. I got to see 
the game twice during development- 
first at E3 2000 in May, and then at 
GenCon in August— and it was apparent 
at first glance that the game had prob- 
lems. 1 played it at GenCon for a good 
thirty minutes (which is a long time at a 
convention) and came away convinced 
that the game was doomed. Two months 
later, that prediction came true. 

What strikes me about the situation 
is that so many problems with the game 
appeared to be built into the design from 
the beginning. The decision to use the SOLDIERS AT WAR engine 
left the game vulnerable to aU the flaws that made SAW a problemat- 
ic game; and additions like the "letters from home” feature showed 
that the designers had the right idea in wanting to emphasize 
the soldiers' personalities— but had no clue as to how to go about 
it. Problems like the lack of multiplayer or a mission editor can 
be challted up to missing a production deadline, but the key 
decisions that shaped how the game would develop were made 
long before the game was shown to the public. How could these 
errors have been avoided? Easy. Microprose 
should have asked gamers for input from the 
very beginning. 

This may sound silly or unworkable, but it 
isn’t. After all, biotechnology firms contract 
with academic professionals to evaluate their 
project proposals ail the time. Why not have 
experienced gamers offer their opinions on 
what they’d like to see, and take tliat into 
account while setting the game’s parameters? 

Who would these gamers be? The press 
would be a good place to start. Most writers 
who cover games are just gamers with a lot of 
accumulated experience: they could provide 
perspective on how a proposed game would fit 
into current offerings, and what it might need 
to capture the imaginations of fellow gamers. 



These soldiers are too homogenous, and the animations are downright awful. 


Blitzkrieg Instead of Maginot 

So, what would I have told Microprose? 

(1) Concentrate on building a hex-based (rather 
than square grid) game engine that focuses on 
the soldiers. Make the figures and animations 
attractive and believable. When units look silly, 
you destroy any sense of immersion. It doesn't 
have to be drop-dead gorgeous, just stylish. 

(2) Make sure the engine doesn't have obvious 
flaws, like vehicles only moving orthogonally or 
line-of-sight rules seeming out of whack. A 

soldier shouldn’t be able to see 
and fire at a soldier moving in 
the trees all the way across the 
map, even if his theoretical line- 
of-sight isn’t blocked. Tanks 
shouldn’t move like rooks; they 
should move like tanks. 

(3) Make your characters mem- 
orable. Three hundred soldiers 
are going to blend together, espe- 
cially if you just write some basic 
biographies and don’t flesh them 
out. Cut the number of soldiers 
down to sixty and concentrate on 
making each of those sixty 
soldiers individual personalities. 
Spend some time on voice-acting 
and make the player identify with 
each one. Give them widely vary- 


ing strengths and weaknesses, and allow players to create their own 
unique teams. The characters in SQUAD LEADER are too vanilla to 
make me notice them. 

SQUAD leader’s producer did a great job of making himself avail- 
able on Usenet and answering questions a month or so before the 
game shipped. But at that point, there was nothing to do but provide 
information. Once the game was in stores, he bravely stuck around 
and fielded complaints. How different might things have been had 
he tried this at the very beginning? SS3 


What’s in a Story? 

A " 

e: 
ai 


n essential ingredient of tactical games like X-COM and JAGGED ALLIANCE is the 
extra-tactical storyline. Interactions on the battlefield (picking up items, stunning 
and capturing aliens) influence the story by opening up new avenues of exploration. 
Historically based games like SQUAD LEADER are therefore at a disadvantage when 
attempting to engage the gamer with a story: Everyone knows how WWII turned out, 
right? And the idea of a single squad (or even a battalion) consistently driving the course 
of the war would clearly be ludicrous: They can’t find looted Nazi art or a secret weapon 
in every French chateau. This is a serious concern when trying to combine a human-level 
personality approach with a military simulation. Depicting commandos - where you can 
think of any number of inventive and unusual missions - is one thing. A regular army unit 
that’s ostensibly part of a much larger battle is another story. No wonder the campaigns in 
SQUAD LEADER seem flat and uninteresting. 






it evetTwhere. 


Experience The N^ext Generation of Award-Winning Voice Control 


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Moi^ 

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Coming Next Month: 

CGWs Special 

200th Issue 

20 years of gaming’s 
greatest moments, fmm ULTIMA 
to PAC-MAN to THE SIMS 

Over 50 classic games and demos on the 
CD, including the world premiere of ONI! 


#200 




ACCIS 

Distance Education 

134 

Alienwarc 

Alienwaro Gaming 

1J6-117 

Amazon.com 

Amazon.com-Line Usling of Top Games 

36 

ATI Technologies Inc. 

Radeon 

121 

Chips 5 Bits 

vyww.cdrnag.com/chip8.hlml 

130-131 

Codemasler 

Blade of Darkness 

14-15 

Creative Ubs 

Four Point Sound; FPS2000 

24 

Data Becker 

America 

55 

Dell Computer Corporation 

Dimension & Inspiron Systems 

C5C8 

Eidos Interaclivo 

Startopia 

18-19 

Eidos Interactive 

TimeLine 

39 

Eidos intoraclive 

Project Eden 

40-41 

Eidos Interactive 

Gangsters 2 

42-43 

Eidos Interactive 

Anachtonox 

44-45 

Electronic Arts 

Sims Roller Coaster 

26-27 

Falcon Northwest 

MachV 

123 

Fox Interactive 

No One Lives Forever 

89 

Havas • Sierra On-Line 

Tubes 2 

C2-1 



4-5 


Arcanum 

16-17 

Inlogtames/GTi 

Carnivores Ice Age 

10 


Fallout Taotics 

2-3 

Inlerplay 

Star Reel Command 2 

6-7 

Interplay 

icewind Dale 

22 

Interplay 

Hostile Waters 

71 

Inlerplay 

Sacrifice 

77-80 

LucasArts Entertainment Company 

Escape From Monkey Island 

6-9 

MacMillan U.S.A. - Soltv/are 

Thandor 

57 

MacMillan U.SA • Software 

4 Game • Family Ad 

59 

Mallei Interactive 

The Moon Project 

85 

Microsoft Corporation 

Mech Warrior IV 

20 

Microsoft Corporation 

Metal Gear Solid 

87 

Midnight CD 

Midnight CD 

134 

Monie Crislo 

SiarPcaco 

12 


Lineage 

28 

Ray Logic Software 

Dark Ora 

69 

Sonlage Interactive 

Game Commander 

133 

Strategy Frst 

Cossacks & Europa Universalis 

50-51 

Strategy First 

Sudden Sinke 

106-107 

THQ 

Summoner 

83 

Westwood Studios 


60-61 

Westwood Studios 

Red Alert 

92-93 

ZDNel 

ZDNel 

135 







I Help I News I Investing | Reviews I 





' 



© 




Your beeper beeps. Your PDA chimes. You can make a quick call wherever you are. Yup. technology 
is an integral part of everyday life. That's why ZDNet has all the product reviews to help you find 
the latest gadget. In fact. ZDNet was named ‘Best Overall Online Site" by the Computer 
Press Association. However technology touches your life. ZDNefs Reviews Channel 
has something for you. Because ZDNet is where technology takes you." 


02000 ZD Inc. ZDNei. ine ZDNoi 1091:1. and Wharo Tccnnokigy Takot You aio Dadomarks ol ZD Inc 



The Feel-Good Column of the Year! 

Jeffs so excited, and he just cant hide it! 




H i everyone! Jeff Green here! Boy, do I like 
games I Sometimes I complain about them, 
though! I get cranky! I think some game compa- 
nies do some pretty stupid things and that makes me all 
pissy! But it's not my fault! I'm old! Being cranky is what 
old people do! 

But 1 don’t like to be cranky all the time! Really! I like 
to be happy and excited! Just like I am right now! No, I 
don’t mean it like that! Shut up! This is a family maga- 
zine! I mean I’m excited about the gaming industry! 
Because everything is great! PC gaming roolz, dood! 

The industry is not in a downturn! At least, that’s not 
what I think! Because I'm going to be a cheerleader! 
That's what some game companies think we should do! 
They don’t want us to complain because that turns 
people off gaming! 

So this is the new me! I hope you like it! 


cut-scene! That’s like eight minutes too many! Hello! I 
don’t like to watch my games! ELITE FORCE started way 
better! And that was a Star Trek game! Those always 
suck! But not this one! That opening segment is the best 
opening in any game this year! 

Hey game designers! Listen up! Stop boring us! Don’t 
take 10 minutes to teU us what your story is! Just put us 
in the story and let us figure it out! Just like they do in 
the movies! Go watch Star Wars again! Or The Matrix'. 

Or any movie worth a damir! They get the story moving 
and fill in the background stuff later! It's called in media 
res! That’s Latin! Homer started The Iliad that way 
thousands of years ago and we’ve never looked back! 

■ ■■ 

Oops, I did it again! I'm complaining! It’s like I can't 
stop! And I just quoted Britney Spears! That's just 


^ One game I really like is TONY 
HAWK PRO SKATER 2! That game 
rocks! I’m serious! I haven’t been 
skateboarding in iike 30 years! 
Because I’m old! 


So anyway, check this out! I've been play- 
ing a bunch of really cool games lately! No 
really, I have! I'm not being sarcastic! 

One game I really like is TONY HAWK PRO 
SKATER 2! That game rocks! I'm serious! I 
haven't been skateboarding in like 30 
years! Because I’m old! That's the theme 
for today, so don’t forget! There’s a test 
later! So. anyway, I love this game! There’s 
more gameplay on any one level of TONY 
HAWK than on the average 10 PC titles! 

Plus, I'm learning all sorts of new lingo! 

Like "nosegrind on the halfpipe" and stuff 
like that! Now I gotta use those phrases in real life so 
people will think I'm younger! Except for that whole gray 
hair thing! Dang! I hate gray hair! But at least I'm not 
bald! Boy. would that suck! Except just think of Telly 
Savalas! Or that dude in the Smashing Pumpkins! Chicks 
love bald guys! 

Another game I can't stop playing is METAL GEAR 
SOLID! Uh oh! That’s two console ports in a row that I 
just mentioned! Maybe PC gaming really is dying! But 
wait! I wasn’t gonna write any bummer comments this 
issue! So forget I said that! My bad! But METAL GEAR 
SOLID is really great, though! That Snake guy— he’s cool! 
I love all the stealth missions! But I hate Psycho Mantis! 

I must have replayed that part like 30 or 40 times! And I 
still haven’t beaten it! Send me your saved game! Really! 
Oh yeah! There’s one thing I don’t like! There's too many 
cut-scenes! They go on forever! I like stories but I want 
to play a game too! If you want to make a movie go to 
Hollywood! 

Take NO ONE LIVES FOREVER! This game is great! 

Best first-person-shooter since HALF-LIFE! And it's 
funny, too! Read our review in this issue if you don’t 
believe me! But I had to wait like 10 minutes before I 
could even start playing, because of the long opening 


wrong! I could be her father! She could call me Daddy! I 
might like that! Let’s talk about something else! Quick! 

DEUS Ex! I just got around to this one! It’s an Ion 
Storm game! And it’s good! They finally got it right! 

Eight trillion dollars later! Just kidding! Those guys rule! 
Seriously, I like this one! It's smart and atmospheric and 
the gameplay is cool! I love conspiracy theories! It’s a 
great game for X-Files fans, like me! This new season is 
intense! I can’t believe Mulder got abducted! Those 
aliens should stop stretching his face, man! That’s 
messed up! But anyway! Some people think our DEUS Ex 
review was harsh! I don’t agree! Scooter got it right! It’s 
fun, but that AI is as dumb as dirt! That's a problem! 

And it runs too slow! And there’s too many crates! But 
buy it if you find it cheap! You won't be sorry! 

Okay, I’m out of space! More good times next month! 
And the month after that! It’s all good! Now go buy more 
games! Keep those developers employed! Don't worry 
about quality! Just buy buy buy! Tell 'em Jeff Green sent 
you! I love everything and everybody! Especially you! 

See you next month! 

Send email, Ritalin, and a larg e horse tranquilizer to 
jeff_green@ziffdavis.com. K'iVJ 


Computer Gaming World (ISSN 0744-6667) is published monthly by Zift Oavis Media, liic., 2B E. 2Bth Si, New Yotlt, NY 10016. Subscriplion rale is $27.97 for a one-year subscription (12 
issues). Canada and all other ccunlries add $16.00 for surface mail. Pustmastur: Send address changes to Coinpuler Gaming World, P.O. Box 57167, Boulder, CO B0328-7167. Canadian GST 
rerjislration number is 8652B6033. Canada Post International Pub's Mail Product (Canada Oistiibulion) Sales Agreement No. 1050649. Periodicals postage paid at New York, NY 1D01G and 
addillonnl mailing offices. Printed in the U.S.A. 



is it a notebook 
that doubles as 
an entertainment 
center or an 
entertainment 
center that 
doubles as a 
notebook? yes 



DELL" INSPIRON" aooo 


NEW— Multimedia Mobile Desktop 

■ Intel' Pentium’ III Processor at 700MHz 

■ 15" SuperXGA+ TFT Display ■ 128MB 100MHz SDRAM 

■ 10GB- Ultra ATA Hard Drive ■ 8X Max DVD-ROM Drive 

■ NEW 4X AGP 32MB ATI Rage Mobility''-M4 3D' Video 

■ Internal V.90 56K Capable" FaxModem 

■ 59WHr Li-Ion Battery ■ harman/kardon Audio 

■ MS' Works Suite 2001 ■ MS' Windows' Me 

■ 3-Yr Limited Warranty- 

■ 3-Yr Next-Business-Day On-site Service' 

■ 1 Yearof DellNet"' by MSN' Internet Access" Included 

Q ^ O E- VALUE CODE 

^^0^7 89788-800124 

ASK US ABOUT NO PAYMENTS FOR 90 DAYS. 

■ Add Modular 8X Max CD-RW Drive, add S299 

■ Super Gaming Pack (Logitech Extreme Game Pad and 
KOSS’ Headphones)',' add S69 


Introducing the All-New Dell™ Inspiron™ 
8000. The most complete multimedia 
capabilities ever featured in a notebook. 

With the Dell'" Inspiron"' 8000, you can carry your home 
entertainment system and your computer with you. 
Innovations like the 32MB video with 4X AGP graphics 
and harman/kardon audio deliver sharper images and 
srnoother transitions to bring games, movies, and 
streaming video to life. And with dual optical devices, 
you can watch a DVD movie and burn a CD at the same 
time. With a notebook this fast and this powerful, you 
can do more wherever you are. It's just one more way 
Dell helps you get the most out of your PC, 



Pentium®/// 


D^L4me9Com 

contact us today 877 . 956.3355 VYW w . d e 1 1 4 m e . c o m 


Includes Windows Millennium Edition — the home version of the world's favorite software. 





for newer 
technology, you’d 
need government 
clearance. 


Dell’s latest and greatest technology can be 
yours with or without the background check. 

So you forgot to return a few library books and couldn't get into the FBI 
Academy. Well, here at Dell’", we don't discriminate. All of our customers 
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of course, we have all of the latest in printers, scanners, and software. 
So call on us to help build your perfect system or choose from one of 
the great systems below. Even easier than getting a library card. 



Deir“ Inspiron "' 4000 Notebook 


DELL " NOTEBOOKS: 


DELL" INSPIRON" 3300 


Design and Affordability 

■ Intel* Celeron'" Processor at 600MHz 

■ 12.1" SVGATFTDisplay 
■32M8 100MHz SDRAM 

■ 5GB^ Ultra ATA Hard Drive 

■ Modular 24X Max CD-ROM Drive 

■ 2X AGP SMB ATI Rage Mobility'” 3D’ Video 

■ Internal V.90 56K Capable* FaxModem 

■ Li-Ion Battery with ExpressCharge'”Technology 

■ MS* Works Suite 2001 ■ MS* Windows' Me 

■ 1-Yr Limited Warranty' 

■ 1-Yr Next-Business-Day On-site Service* 

■ 1 Year of De/lNef” by MSN’ Internet 
Access” Included 

$1199 .. . 

No psymentsfor 90 days, E VALUE Code: 89789-8001 11 


DELL" INSPIRON" woo 


NEW — Thin and Light 

■ Intel’ Pentium* III Processor at 600MHz 
Featuring Intel* SpeedStep" Technology 

■ 14.1" XGA TFT Display 

■ 64MB lOOMHz SDRAM 

■ 5GB* Ultra ATA Hard Drive 

■ Modular Removable 8X Max DVD-ROM Drive 

■ 2X AGP SMB ATI Rage Mobility" 128 3D‘ Video 

■ Internal V.90 56K Capable* FaxModem 

■ Li-Ion Battery with ExpressCharge'” Technology 

■ MS* Works Suite 2001 ■ MS" Windows® Me 

■ 1-Yr Limited Warranty' 

■ 1-Yr Next-Business-Day On-site Service* 

■ 1 Year of OellNet" by MSN’ Internet 
Access’' Included 

$I699..„ 

No payments for 90 days.E VALUE Code; 89789-8001 16 


DELL" INSPIRON" sooo 


NEW — Multimedia Mobile Desktop 

■ Intel’ Pentium’ III Processor at TOOMHz 

■ 15" Super XGA-t- TFT Display 

■ 128MB lOOMHz SDRAM 

■ 10GB’ Ultra ATA Hard Drive 

■ 8X Max DVD-ROM Drive 

■ NEW 4X AGP 32MB ATI Rage Mobility "-M4 
3D’ Video 

■ Internal V.90 56K Capable* FaxModem 

■ 59WHr Li-Ion Battery ■ harman/kardon Audio 

■ MS'* Works Suite 2001 ■ MS’ Windows’ Me 

■ 3-Yr Limited Warranty' 

■ 3-Yr Next-Business-Day On-site Service* 

■ 1 Year of DellNet " by MSN’ Internet 
Access” Included 

$2349.,.„ 'as $70 per mo. 45 1 

No payments for 90 days. E-VALUE Code: 89789-800124 








DELL' DESKTOPS 


DELL’ DIMENSION" L Series 11 DELL’ DIMENSION’ L Series 


Affordable Desktop Solution 

■ Intel’ Celeron'- Processor at 700MHz 

■ 64MB SDRAM ■ lOGB^ Ultra ATA Hard Drive 

■ 15" 113.8" vis) E551 Monitor 

■ Intel’ SD’ AGP Graphics ■ 48X Max CD-ROM Drive 

■ SoundBlaster 64 V PCI LC Sound Card 

■ PC Speakers 

■ V.90 56K Capable’ PCI Telephony Modem 
for Windows’ 

■ MS’ Works Suite 2001 ■ MS-Windows'' Me 

■ 3-Yr Limited Warranty ■ 1-Yr At-Home Service* 

■ 1 Year of DellNef" by MSN' Internet 
Access" Included 


Affordable Desktop Solution 

■ Intel’ Pentium* III Processor at 866MHz 

■ 64MB SDRAM ■ 10GB' Ultra ATA Hard Drive 

■ 15” (13.8" vis) E551 Monitor 

■ Intel’ 3D’ AGP Graphics ■ 48X Max CD-ROM Drive 

■ SoundBlaster 64 V PCI LC Sound Card 

■ PC Speakers 

■ V.SO 56K Capable’ PCI Telephony Modem 
for Windows’ 

■ MS’ Works Suite 2001 ■ MS’ Windows' Me 

■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service' 

■ 1 Year of DellNet " by MSN' Internet 
Access" Included 


$699 ... »..$2I per mo. J5 mos. ' 

No payments for 90 days.E-VALUE Code: 89789-500106 


DELL’ DIMENSION’ 4100 Series 


No payments for 90 days. E- VALUE Code; 89789-500108 


DELL’ DIMENSION’ 4100 Series 


Advanced Performance, Smart Value 

■ Intel’ Pentium ’ III Processor at 933MHz 

■ 128MB SDRAM at133MHz 

■ 20GB' Ultra ATA-100 Hard Drive 

■ 17" (16.0" vis, .26dp) E770 Monitor 

■ 32MB NVIDIA'" TNT2 M64 4X AGP Graphics 

■ 12X Max DVD-ROM Drive ■ SB Live! Value Digital 

■ Altec Lansing’' ACS-340 " Speakers 
with Subwoofer 

■ V.90 56K Capable’ PCI Telephony Modem 
for Windows’ 

■ MS’ Works Suite 2001 ■ MS’ Windows’ Me 

■ 3-Yr Limited Warranty* ■ 1-Yr At-Home Service* 

■ 1 Year of DellNet" by MSN' Internet 
Access'* Included 


$1299. 


IS $39 111 


No payments for 90 days. E-VALUE Cocio; 89789-5001 1 2 


Advanced Performance, Smart Value 

■ Intel* Pentium’ III Processor at 1GHz 

■ 128MB SDRAM at133MHz 

■ 40GB’ Ultra ATA-100 Hard Drive (7200 RPMl 

■ 17" (16.0" vis) P780 FD Trinitron’’ Monitor 

■ 32MB NVIDIA ' TNT2 M64 4X AGP Graphics 

■ 48X Max CD-ROM Drive ■ SB Live! Value Digital 

■ 8X/4X/32X Max CD-RW Drive 

■ Harman Kardon HK-695 Surround Sound 
Speakers with Subwoofer 

■ U.S. Robotics’ V.90 56K Capable' PCI 
Telephony Modem 

■ MS’ Works Suite 2001 ■ MS' Windows’ Me 

■ 3-Yr Limited Warranty' ■ 1-Yr At-Home Service' 

■ 1 Year of DeliNef' by MSN ' Internet Access'* 
Included 


$1799 or ns low iis $54 pat mo, 45 mos.’' 

No payments for 90 days.E-VALUE Code; 89789-500117 


DELL SOLUTIONS; 


SOFTWARE ACCESSORIES 


Printers: 

■ Epson’ 777 Stylus Color Printer, add S99 

■ HP' DeskJet' 932C, add S149 after S50 
HP’ Mail-In Rebate” (Reg. S199) 

Scanner: 

■ HP' ScanJet’ 4300Cse, add $99 after S50 
HP’ Mail-ln Rebate” (Reg. $149) 

Power Protection: 

■ APC Pro8T2 SurgeArrcst, add $39 

Software: 

■ Ultimate Sports Pack Plus 
(Dimension " only)'*, add $79 

■ Home Reference 4-pack'', add $79 

Camera: 

■ HP' C315 Digital Camera, add $299 


FINANCING a SERVICES 


Payment Solutions: 

■ Dell'" Monthly Purchase Plan - Enjoy easy-to- 
budget, low monthly payments. Systems as low 
as $21 a month for 45 months using the 90 Days 
Same As Cash feature of the plan" 

■ Dell"' E-Check - One convenient electronic 
payment from your checking account 

Service Upgrades: 

■ Dell”' Dimension'" Premier 3-Yr At-Home 
Service', add $99 

■ Deli”' Inspiron " 3800 and 4000 Notebook 3-Yr 
Next-Business-Day On-site Service', add $149 



Pentium®/// 


Includes Windows Millennium 
Edition — the home version of 
the world’s favorite software. 


'*TeIephone access (call your phone 
CO. for details) and other surcharges 
for access may apply. Must register 
within 30 days of receiving computer 
and accept DellNet/MSN Terms of 
Service. You agree to be billed cnonlhly 
fees after the initial service period. 
You may cancel service at any time. 
Offer valid for new customers only in 
U.S. households and must bo over 18 
years old witli major credit card. 
Limited time offer. ''Monthly payment 
based on 13.99% APR FOR QUALIFIED 
CUSTOMERS. OFFER VARIES BY 
CREDITWORTHINESS OF CUSTOMER 
AS DETERMINED BY LENDER. Under 
90 Days Same As Cash feature, interest 
accrues during first 90 days if balance 
not paid within 90 days. Customers 
not eligible for 90 Days Same As 
Cash feature may be offered stan- 
dard 48-montli financing with APRs 
ranging from 16.99% to 23.99%. 
Example: S1,G50 purchase price, at 
18.99%. 48 monthly payments at S50. 
Taxes and shipping charges extra, ami 
vary. From American Inveslinont Bank, 
N.A. to U.S. residents with approved 
credit. Availabitity may be limited in 
some states. Limited time offer. 

Prtces, spftLiliiuitiuns, ami aviiil.iliilliv "uiy 
i-lianqa v.'iflioiil nolici’. 'll!''.", .itiii siiipiiinti 

w'illw.niBr''DflD:s Of s' Ool-fOtlm 

valid for DHil Home SysiL'ir 1.:., .tniv Foi 


<j 1 iiii, r,i 
Del! USf 
IIOLiiJ R 


0; 


III 



DeLL4me9Com 

contact us today I 877.956.3355 I WWW, dell4me.com 










DELL" DIMENSION'* 8100 Series 


Turbo-Charged PC 

■ Intel" Pentium' 4 Processor at 1.3GHz ■ 128MB RDRAM 

■ 40GB' Ultra ATA-100 Hard Drive (7200 RPM) 

■ 19" (18.0" vis, .26dp) M991 Monitor 

■ 32MB DDR NVIDIA" TNT2 M64 4X AGP Graphics 

■ 48X Max CD-ROM Drive 

■ SB Live! Value Digital ■ harman/kardon Speakers 

■ V.90 56K Capable^ PCI Telephony Modem for Windows' 
» Integrated 3Com' 10/100 Ethernet Controller 

■ MS’ Works Suite 2001 ■ MS’ Windows' Me 

■ 3-Yr Limited Warranty- ■ 1-Yr At-Home Service' 

■ 1 Year of DellNel" by MSN’ Internet Access'-' Included 

& lAOO E.VALUECODE 

^ lO y y 89787-500116U 

ASK US ABOUT NO PAYMENTS FOR 90 DAYS. 

■ Harman Kardon HK-695 Surround Sound Speakers 
with Subwoofer, add S70 


Introducing the AM-New Dell' Dimension”' 8100 
with an Intel Pentium 4 processor. Over-the-top 
performance for those who can handle it. 

The Deli"' Dimension'^' 8100 takes you to the next level and then 
some. We're talking speeds of 1.3GHz maximized by the latest 
Intel’ Pentium^ 4 processors. With up to 1GB of memory, you 
can multi-task without sacrificing performance. Arming you with 
quite possibly the fastest and most powerful desktop you've ever 
seen is just one more way Dell helps you get the most out of your 
PC. No matter how extreme your needs are. 



iK»LL4me9Com 

contact us today 877 . 956.3355 www.delUme.com 


Includes Windows Millennium Edition — the home version of the world's favorite software. 

.ir.ct'S!, tL-jII your ptiane CO Uii ilcuiilaMiml ihIht iicccr.s niny ,i|iiily Mintt fBiitoti.t williui lOiJnv'. ut lycHiviiiijcomiiiiict iiiiil t 


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